added task 05 solution
This commit is contained in:
parent
fe68572fae
commit
04aabb67a5
6 changed files with 230 additions and 34 deletions
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@ -1,3 +1,3 @@
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#include "ray.h"
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int Ray::rayCount = 0;
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std::atomic<int> Ray::rayCount(0);
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@ -39,7 +39,7 @@ private:
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int remainingBounces = ICG_RAY_BOUNCES;
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#endif
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static int rayCount;
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static std::atomic<int> rayCount;
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};
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#endif
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@ -11,8 +11,33 @@ Texture KDTreeRenderer::renderImage(Scene const &scene, Camera const &camera, in
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Texture KDTreeRenderer::renderKDTree(FastScene const &scene, Camera const &camera, int width, int height) {
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Texture image(width, height);
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float const aspectRatio = static_cast<float>(height) / width;
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// IMPLEMENT ME
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for (int x = 0; x < image.width(); ++x) {
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for (int y = 0; y < image.height(); ++y) {
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Ray ray = camera.createRay((static_cast<float>(x) / width * 2 - 1),
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-(static_cast<float>(y) / height * 2 - 1) * aspectRatio);
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image.setPixelAt(x, y, Color(float(scene.countNodeIntersections(ray)), 0.0f, 0.0f));
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}
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}
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// map color to green -> red map
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float maxVal = -INFINITY;
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for (int x = 0; x < image.width(); ++x) {
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for (int y = 0; y < image.height(); ++y) {
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maxVal = std::max(maxVal, image.getPixelAt(x, y).r);
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}
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}
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Color r(1, 0, 0);
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Color g(0, 1, 0);
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for (int x = 0; x < image.width(); ++x) {
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for (int y = 0; y < image.height(); ++y) {
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float factor = image.getPixelAt(x, y).r / maxVal;
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image.setPixelAt(x, y, (1.0f - factor) * g + factor * r);
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}
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}
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return image;
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}
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@ -2,9 +2,25 @@
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#include "renderer/simplerenderer.h"
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#include "scene/scene.h"
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#include <iostream>
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#include <thread>
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#include <chrono>
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#include <iomanip>
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void SimpleRenderer::renderThread(const Scene *scene, Camera const *camera, Texture *image, int width, int widthStep, int widthOffset, int height, int heightStep, int heightOffset, std::atomic<int> *k, int const stepSize) {
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float const aspectRatio = static_cast<float>(height) / width;
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for (int y = heightOffset; y < height; y += heightStep) {
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for (int x = widthOffset; x < width; x += widthStep) {
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Ray ray = camera->createRay((static_cast<float>(x) / width * 2 - 1), -(static_cast<float>(y) / height * 2 - 1) * aspectRatio);
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image->setPixelAt(x, y, clamped(scene->traceRay(ray)));
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// Super hacky progress bar!
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if (++*k % stepSize == 0) {
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std::cout << "=" << std::flush;
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}
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}
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}
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}
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Texture SimpleRenderer::renderImage(Scene const &scene, Camera const &camera, int width, int height) {
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Texture image(width, height);
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@ -22,22 +38,24 @@ Texture SimpleRenderer::renderImage(Scene const &scene, Camera const &camera, in
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for (int i = 0; i < barSize - 3 - 5; ++i)
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std::cout << " ";
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std::cout << "100% |" << std::endl << "|";
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int k = 0;
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std::atomic<int> k(0);
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// Start timer
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start = std::chrono::steady_clock::now();
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float const aspectRatio = static_cast<float>(height) / width;
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for (int x = 0; x < image.width(); ++x) {
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for (int y = 0; y < image.height(); ++y) {
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Ray ray = camera.createRay((static_cast<float>(x) / width * 2 - 1), -(static_cast<float>(y) / height * 2 - 1) * aspectRatio);
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image.setPixelAt(x, y, clamped(scene.traceRay(ray)));
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// Spawn a thread for every logical processor -1, calling the renderThread function
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int const nThreads = std::thread::hardware_concurrency();
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std::vector<std::thread> threads;
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for (int t = 0; t < nThreads - 1; ++t) {
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threads.emplace_back(renderThread, &scene, &camera, &image, width, nThreads, t, height, 1, 0, &k, stepSize);
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}
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// Super hacky progress bar!
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if (++k % stepSize == 0) {
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std::cout << "=" << std::flush;
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}
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}
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// Call the renderThread function yourself
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renderThread(&scene, &camera, &image, width, nThreads, nThreads - 1, height, 1, 0, &k, stepSize);
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// Rejoin the threads
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for (int t = 0; t < nThreads - 1; ++t) {
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threads[t].join();
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}
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// Stop timer
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@ -1,9 +1,13 @@
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#ifndef SIMPLERENDERER_H
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#define SIMPLERENDERER_H
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#include <atomic>
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#include "renderer/renderer.h"
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class SimpleRenderer : public Renderer {
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static void renderThread(const Scene *scene, Camera const *camera, Texture *image, int width, int widthStep,
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int widthOffset, int height, int heightStep, int heightOffset, std::atomic<int> *k,
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int const stepSize);
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public:
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// Constructor / Destructor
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@ -5,69 +5,218 @@
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#include <iostream>
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int Node::countNodeIntersections(const Ray &ray, float t0, float t1) const {
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// IMPLEMENT ME
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return 0;
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// If this is a leaf node, we return 0
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if (isLeaf()) {
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return 0;
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} else {
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// Determine the order in which we intersect the child nodes
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float const d = (this->split - ray.origin[this->dimension]) / ray.direction[this->dimension];
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int front = ray.direction[this->dimension] < 0 ? 1 : 0;
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int back = 1 - front;
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if (d <= t0 || d < 0) {
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// t0..t1 is totally behind d, only go through the back node.
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return this->child[back]->countNodeIntersections(ray, t0, t1);
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} else if (d >= t1) {
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// t0..t1 is totally in front of d, only go to front node.
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return this->child[front]->countNodeIntersections(ray, t0, t1);
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} else {
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// Traverse *both* children. Front node first, back node last.
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// Be sure to get even triangles which are coincident with the splitting plane
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return 1 + this->child[front]->countNodeIntersections(ray, t0, d + SPLT_EPS) + this->child[back]->countNodeIntersections(ray, d - SPLT_EPS, t1);
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}
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}
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}
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bool Node::findIntersection(Ray &ray, float t0, float t1) const {
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// IMPLEMENT ME
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// If this is a leaf node, we intersect with all the primitives...
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// ... otherwise we continue through the branches
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// Determine the order in which we intersect the child nodes
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// Traverse the necessary children
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return false;
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if (isLeaf()) {
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bool hit = false;
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for (const auto &primitive : this->primitives)
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hit |= primitive->intersect(ray);
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return hit;
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} else { // ... otherwise we continue through the branches
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// Determine the order in which we intersect the child nodes
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float const d = (this->split - ray.origin[this->dimension]) / ray.direction[this->dimension];
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int front = ray.direction[this->dimension] < 0 ? 1 : 0;
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int back = 1 - front;
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if (d <= t0 || d < 0) {
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// t0..t1 is totally behind d, only go through the back node.
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return this->child[back]->findIntersection(ray, t0, t1);
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} else if (d >= t1) {
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// t0..t1 is totally in front of d, only go to front node.
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return this->child[front]->findIntersection(ray, t0, t1);
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} else {
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// Traverse *both* children. Front node first and then back node, if no hit in front of splitting plane.
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// for whatever reason, this doesn't work in the fireplace scene?!
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return ((this->child[front]->findIntersection(ray, t0 - SPLT_EPS, d + SPLT_EPS) && ray.length <= d + SPLT_EPS) || this->child[back]->findIntersection(ray, d - SPLT_EPS, t1 + SPLT_EPS));
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// return (this->child[front]->findIntersection(ray, t0 - SPLT_EPS, d + SPLT_EPS) | this->child[back]->findIntersection(ray, d - SPLT_EPS, t1 + SPLT_EPS));
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}
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}
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}
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bool Node::findOcclusion(Ray &ray, float t0, float t1) const {
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// IMPLEMENT ME
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return false;
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// If this is a leaf node, we intersect with all the primitives...
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if (isLeaf()) {
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float const rayLength = ray.length;
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for (const auto &primitive : this->primitives)
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// since this is correct, but terribly slow:...
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// if (!primitive->shader()->isTransparent() && primitive->intersect(ray))
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// return true;
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// we do it this way:
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if (primitive->intersect(ray)) {
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if (!primitive->shader()->isTransparent())
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return true;
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else
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ray.length = rayLength;
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}
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return false;
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} else { // ... otherwise we continue through the branches
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// Determine the order in which we intersect the child nodes
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float const d = (this->split - ray.origin[this->dimension]) / ray.direction[this->dimension];
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int front = ray.direction[this->dimension] < 0 ? 1 : 0;
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int back = 1 - front;
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if (d <= t0 || d < 0) {
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// t0..t1 is totally behind d, only go through the back node.
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return this->child[back]->findOcclusion(ray, t0, t1);
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} else if (d >= t1) {
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// t0..t1 is totally in front of d, only go to front node.
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return this->child[front]->findOcclusion(ray, t0, t1);
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} else {
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// Traverse *both* children. Front node first and then back node, if no hit in front of splitting plane.
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// for whatever reason, this doesn't work in the fireplace scene?!
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return ((this->child[front]->findOcclusion(ray, t0, d + SPLT_EPS) && ray.length <= d + SPLT_EPS) || this->child[back]->findOcclusion(ray, d - SPLT_EPS, t1));
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// return (this->child[front]->findOcclusion(ray, t0, d + SPLT_EPS) | this->child[back]->findOcclusion(ray, d - SPLT_EPS, t1));
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}
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}
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}
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int FastScene::countNodeIntersections(const Ray &ray) const {
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// IMPLEMENT ME
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return false;
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// Make sure the tree is set up
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if (!this->root)
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return false;
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// Bounding box intersection
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Vector3d const min = componentQuotient(this->absoluteMinimum - ray.origin, ray.direction);
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Vector3d const max = componentQuotient(this->absoluteMaximum - ray.origin, ray.direction);
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float const tMin = std::max(std::max(std::min(min.x, max.x), std::min(min.y, max.y)), std::min(min.z, max.z));
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float const tMax = std::min(std::min(std::max(min.x, max.x), std::max(min.y, max.y)), std::max(min.z, max.z));
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// Traverse the tree recursively
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if (0 <= tMax && tMin <= tMax)
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return this->root->countNodeIntersections(ray, tMin, tMax);
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else
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return 0;
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}
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bool FastScene::findIntersection(Ray &ray) const {
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// IMPLEMENT ME
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return false;
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// Make sure the tree is set up
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if (!this->root)
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return false;
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// Bounding box intersection
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Vector3d const min = componentQuotient(this->absoluteMinimum - ray.origin, ray.direction);
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Vector3d const max = componentQuotient(this->absoluteMaximum - ray.origin, ray.direction);
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float const tMin = std::max(std::max(std::min(min.x, max.x), std::min(min.y, max.y)), std::min(min.z, max.z));
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float const tMax = std::min(std::min(std::max(min.x, max.x), std::max(min.y, max.y)), std::max(min.z, max.z));
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// Traverse the tree recursively
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if (0 <= tMax && tMin <= tMax)
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return this->root->findIntersection(ray, tMin, tMax);
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else
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return false;
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}
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bool FastScene::findOcclusion(Ray &ray) const {
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// IMPLEMENT ME
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return false;
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// Make sure the tree is set up
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if (!this->root)
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return false;
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// Bounding box intersection
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Vector3d const min = componentQuotient(this->absoluteMinimum - ray.origin, ray.direction);
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Vector3d const max = componentQuotient(this->absoluteMaximum - ray.origin, ray.direction);
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float const tMin = std::max(std::max(std::min(min.x, max.x), std::min(min.y, max.y)), std::min(min.z, max.z));
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float const tMax = std::min(std::min(std::max(min.x, max.x), std::max(min.y, max.y)), std::max(min.z, max.z));
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// Traverse the tree recursively
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if (0 <= tMax && tMin <= tMax)
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return this->root->findOcclusion(ray, tMin, tMax);
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else
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return false;
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}
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void FastScene::buildTree(int maximumDepth, int minimumNumberOfPrimitives) {
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// IMPLEMENT ME
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// Set the new depth and number of primitives
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this->maximumDepth = maximumDepth;
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this->minimumNumberOfPrimitives = minimumNumberOfPrimitives;
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// Determine the bounding box of the kD-Tree
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this->absoluteMinimum = Vector3d(+INFINITY, +INFINITY, +INFINITY);
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this->absoluteMaximum = Vector3d(-INFINITY, -INFINITY, -INFINITY);
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for (const auto &primitive : this->primitives()) {
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for (int d = 0; d < 3; ++d) {
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this->absoluteMinimum[d] = std::min(this->absoluteMinimum[d], primitive->minimumBounds(d));
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this->absoluteMaximum[d] = std::max(this->absoluteMaximum[d], primitive->maximumBounds(d));
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}
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}
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// Recursively build the kD-Tree
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root = this->build(this->absoluteMinimum, this->absoluteMaximum, this->primitives(), 0);
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std::cout << "(FastScene): " << this->primitives().size() << " primitives organized into tree" << std::endl;
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}
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std::unique_ptr<Node> FastScene::build(Vector3d const &minimumBounds, Vector3d const &maximumBounds, const std::vector<std::shared_ptr<Primitive>> &primitives, int depth) {
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// IMPLEMENT ME
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// Determine the diameter of the bounding box
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Vector3d const diameter = maximumBounds - minimumBounds;
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// Test whether we have reached a leaf node...
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int minimumDimension = ((diameter.x < diameter.y) ? ((diameter.x < diameter.z) ? 0 : 2) : ((diameter.y < diameter.z) ? 1 : 2));
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if (depth >= this->maximumDepth || (int)primitives.size() <= this->minimumNumberOfPrimitives || (diameter[minimumDimension]) <= EPSILON) {
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auto leafNode = std::make_unique<Node>();
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leafNode->primitives = primitives;
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return leafNode;
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}
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// ... otherwise create a new inner node by splitting through the widest
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// dimension
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// ... otherwise create a new inner node by splitting through the widest dimension
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auto node = std::make_unique<Node>();
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node->dimension = ((diameter.x > diameter.y) ? ((diameter.x > diameter.z) ? 0 : 2) : ((diameter.y > diameter.z) ? 1 : 2));
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// Determine the split position
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// Note: Use the median of the minimum bounds of the primitives
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std::vector<float> minimumValues;
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for (const auto &primitive : primitives)
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minimumValues.push_back(primitive->minimumBounds(node->dimension));
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std::sort(minimumValues.begin(), minimumValues.end());
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node->split = minimumValues[minimumValues.size() / 2];
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// Divide primitives into the left and right lists
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// Remember: A primitive can be in both lists!
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// Also remember: You split exactly at the minimum of a primitive,
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// make sure *that* primitive does *not* appear in both lists!
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std::vector<std::shared_ptr<Primitive>> leftPrimitives, rightPrimitives;
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for (const auto &primitive : primitives) {
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if (primitive->minimumBounds(node->dimension) < node->split)
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leftPrimitives.push_back(primitive);
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if (primitive->maximumBounds(node->dimension) >= node->split)
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rightPrimitives.push_back(primitive);
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}
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// Print out the number of primitives in the left and right child node
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// std::cout << "(FastScene): Split " << leftPrimitives.size() << " | " << rightPrimitives.size() << std::endl;
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// Set the left and right split vectors
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Vector3d minimumSplit = minimumBounds;
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Vector3d maximumSplit = maximumBounds;
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minimumSplit[node->dimension] = node->split;
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maximumSplit[node->dimension] = node->split;
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// Recursively build the tree
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return nullptr;
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depth += 1;
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node->child[0] = this->build(minimumBounds, maximumSplit, leftPrimitives, depth);
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node->child[1] = this->build(minimumSplit, maximumBounds, rightPrimitives, depth);
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return node;
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}
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