added ex01 solution

This commit is contained in:
jp 2022-11-11 14:27:43 +01:00
parent e5891e0c09
commit 69a1566a1a
18 changed files with 331 additions and 94 deletions

9
.gitignore vendored
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@ -6,6 +6,10 @@ build/
/data/* /data/*
!/data/README.txt !/data/README.txt
!/data/fireplace
!/data/subdiv
!/data/parallax
!/data/fractal.obj
/result* /result*
# Latex stuff # Latex stuff
@ -17,3 +21,8 @@ build/
*.pdf *.pdf
*.synctex.gz *.synctex.gz
*.json *.json
*__latexindent_temp.tex
# Mac Stuff
.DS_Store

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@ -1,6 +1,6 @@
cmake_minimum_required(VERSION 3.5) cmake_minimum_required(VERSION 3.5)
project(CG1_Tracer LANGUAGES CXX) project(CG1_Tracer LANGUAGES CXX)
set(CMAKE_CXX_STANDARD 14) set(CMAKE_CXX_STANDARD 17)
set(CMAKE_CXX_STANDARD_REQUIRED ON) set(CMAKE_CXX_STANDARD_REQUIRED ON)
if(NOT WIN32) if(NOT WIN32)
@ -37,3 +37,5 @@ target_link_libraries(tracey_ex1 tracey)

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@ -1,3 +1,6 @@
# Build / Setup Prozess
Anweisungen ausgelagert in [BUILD_INSTRUCTIONS.md](BUILD_INSTRUCTIONS.md)
# Git Grundlagen / Workflow # Git Grundlagen / Workflow
Git Spickzettel: https://files.morr.cc/git-spickzettel.png Git Spickzettel: https://files.morr.cc/git-spickzettel.png

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@ -1,10 +1,8 @@
#include "camera/perspectivecamera.h" #include "camera/perspectivecamera.h"
PerspectiveCamera::PerspectiveCamera() : forwardDirection(0, 0, 1), upDirection(0, 1, 0), fovAngle(70) {} PerspectiveCamera::PerspectiveCamera() : forwardDirection(0, 0, 1), upDirection(0, 1, 0), rightDirection(1, 0, 0) { setFovAngle(70); }
Ray PerspectiveCamera::createRay(float x, float y) const { Ray PerspectiveCamera::createRay(float x, float y) const {
// IMPLEMENT ME! // Create the ray
// Set up a left-handed coordinate system, return Ray(this->position, x * this->rightDirection + y * this->upDirection + focus * this->forwardDirection);
// in which the camera looks along the positive z-Axis
return Ray();
} }

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@ -12,9 +12,26 @@ public:
// Set // Set
void setPosition(Vector3d const &position) { this->position = position; } void setPosition(Vector3d const &position) { this->position = position; }
void setForwardDirection(Vector3d const &forwardDirection) { this->forwardDirection = normalized(forwardDirection); } void setForwardDirection(Vector3d const &forwardDirection) {
void setUpDirection(Vector3d const &upDirection) { this->upDirection = normalized(upDirection); } // IMPLEMENT ME
void setFovAngle(float fovAngle) { this->fovAngle = fovAngle; } // Set up a left-handed coordinate system,
// in which the camera looks along the positive z-Axis
// Set up a left-handed coordinate system,
// in which the camera looks along the positive z-Axis
std::tie(this->forwardDirection, this->upDirection, this->rightDirection) = orthoNormalized(forwardDirection, this->upDirection, crossProduct(this->upDirection, forwardDirection));
}
void setUpDirection(Vector3d const &upDirection) {
// IMPLEMENT ME
// Set up a left-handed coordinate system,
// in which the camera looks along the positive z-Axis
// Set up a left-handed coordinate system,
// in which the camera looks along the positive z-Axis
std::tie(this->forwardDirection, this->upDirection, this->rightDirection) = orthoNormalized(this->forwardDirection, upDirection, crossProduct(upDirection, this->forwardDirection));
}
void setFovAngle(float fovAngle) {
// Calculate the focus
this->focus = 1.0f / std::tan((fovAngle * PI / 180) / 2.0f);
}
// Camera functions // Camera functions
Ray createRay(float x, float y) const override; Ray createRay(float x, float y) const override;
@ -23,7 +40,8 @@ protected:
Vector3d position; Vector3d position;
Vector3d forwardDirection; Vector3d forwardDirection;
Vector3d upDirection; Vector3d upDirection;
float fovAngle; Vector3d rightDirection;
float focus;
}; };
#endif #endif

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@ -4,7 +4,23 @@
#include <cmath> #include <cmath>
#ifndef EPSILON #ifndef EPSILON
#define EPSILON 1E-4f #define EPSILON 1E-6f
#endif
#ifndef SPLT_EPS
#define SPLT_EPS 4 * EPSILON
#endif
#ifndef LGT_EPS
#define LGT_EPS 5E-5f
#endif
#ifndef REFR_EPS
#define REFR_EPS 1E-4f
#endif
#ifndef NORM_EPS
#define NORM_EPS 1E-12f
#endif #endif
#ifndef INFINITY #ifndef INFINITY

3
common/ray.cpp Normal file
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@ -0,0 +1,3 @@
#include "ray.h"
int Ray::rayCount = 0;

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@ -23,10 +23,14 @@ struct Ray {
Vector3d bitangent; Vector3d bitangent;
// Constructor // Constructor
Ray(Vector3d const &origin = Vector3d(0, 0, 0), Vector3d const &direction = Vector3d(0, 0, 1)) Ray(Vector3d const &origin = Vector3d(0, 0, 0), Vector3d const &direction = Vector3d(0, 0, 1)) : origin(origin), direction(normalized(direction)) {
: origin(origin), direction(normalized(direction)) { ++rayCount;
} }
inline int getRemainingBounces() const { return remainingBounces; }
static inline void resetRayCount() { rayCount = 0; }
static inline int getRayCount() { return rayCount; }
private: private:
#ifndef ICG_RAY_BOUNCES #ifndef ICG_RAY_BOUNCES
@ -35,6 +39,7 @@ private:
int remainingBounces = ICG_RAY_BOUNCES; int remainingBounces = ICG_RAY_BOUNCES;
#endif #endif
static int rayCount;
}; };
#endif #endif

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@ -1,6 +1,7 @@
#include "common/vector2d.h" #include "common/vector2d.h"
#include "common/common.h"
#include <algorithm>
#include <cassert> #include <cassert>
#include <cmath>
// Access operators //////////////////////////////////////////////////////////// // Access operators ////////////////////////////////////////////////////////////
@ -76,18 +77,14 @@ Vector2d &operator/=(Vector2d &left, float right) {
// Useful functions //////////////////////////////////////////////////////////// // Useful functions ////////////////////////////////////////////////////////////
Vector2d componentProduct(const Vector2d &left, const Vector2d &right) { Vector2d componentProduct(const Vector2d &left, const Vector2d &right) { return Vector2d(left.u * right.u, left.v * right.v); }
return Vector2d(left.u * right.u, left.v * right.v);
}
Vector2d componentQuotient(const Vector2d &left, const Vector2d &right) { Vector2d componentQuotient(const Vector2d &left, const Vector2d &right) { return Vector2d(left.u / right.u, left.v / right.v); }
return Vector2d(left.u / right.u, left.v / right.v);
}
float dotProduct(Vector2d const &left, Vector2d const &right) { return left.u * right.u + left.v * right.v; } float dotProduct(Vector2d const &left, Vector2d const &right) { return left.u * right.u + left.v * right.v; }
float length(Vector2d const &c) { return std::sqrt(dotProduct(c, c)); } float length(Vector2d const &c) { return std::sqrt(dotProduct(c, c)); }
Vector2d normalized(Vector2d const &v) { return v / length(v); } Vector2d normalized(Vector2d const &v) { return v / std::max(length(v), NORM_EPS); }
void normalize(Vector2d *v) { *v = normalized(*v); } void normalize(Vector2d *v) { *v = normalized(*v); }

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@ -1,6 +1,7 @@
#include "common/vector3d.h" #include "common/vector3d.h"
#include "common/common.h"
#include <algorithm>
#include <cassert> #include <cassert>
#include <cmath>
// Access operators //////////////////////////////////////////////////////////// // Access operators ////////////////////////////////////////////////////////////
@ -34,35 +35,27 @@ float const &Vector3d::operator[](int const dimension) const {
// Comparison operators //////////////////////////////////////////////////////// // Comparison operators ////////////////////////////////////////////////////////
bool operator==(Vector3d const &left, Vector3d const &right) { bool operator==(Vector3d const &left, Vector3d const &right) { return (left.x == right.x && left.y == right.y && left.z == right.z); }
return (left.x == right.x && left.y == right.y && left.z == right.z);
}
bool operator!=(Vector3d const &left, Vector3d const &right) { return !(left == right); } bool operator!=(Vector3d const &left, Vector3d const &right) { return !(left == right); }
// Arithmetic operators //////////////////////////////////////////////////////// // Arithmetic operators ////////////////////////////////////////////////////////
Vector3d operator+(Vector3d const &left, Vector3d const &right) { Vector3d operator+(Vector3d const &left, Vector3d const &right) { return Vector3d(left.x + right.x, left.y + right.y, left.z + right.z); }
return Vector3d(left.x + right.x, left.y + right.y, left.z + right.z);
}
Vector3d operator-(Vector3d const &right) { return Vector3d(-right.x, -right.y, -right.z); } Vector3d operator-(Vector3d const &right) { return Vector3d(-right.x, -right.y, -right.z); }
Vector3d operator-(Vector3d const &left, Vector3d const &right) { Vector3d operator-(Vector3d const &left, Vector3d const &right) { return Vector3d(left.x - right.x, left.y - right.y, left.z - right.z); }
return Vector3d(left.x - right.x, left.y - right.y, left.z - right.z);
}
Vector3d operator*(Vector3d const &left, float right) { Vector3d operator*(Vector3d const &left, float right) { return Vector3d(left.x * right, left.y * right, left.z * right); }
return Vector3d(left.x * right, left.y * right, left.z * right);
}
Vector3d operator*(float left, Vector3d const &right) { Vector3d operator*(float left, Vector3d const &right) { return Vector3d(left * right.x, left * right.y, left * right.z); }
return Vector3d(left * right.x, left * right.y, left * right.z);
}
Vector3d operator/(Vector3d const &left, float right) { Vector3d operator*(Vector3d const &left, Vector3d const &right) { return Vector3d(left.x * right.x, left.y * right.y, left.z * right.z); }
return Vector3d(left.x / right, left.y / right, left.z / right);
} Vector3d operator/(Vector3d const &left, float right) { return Vector3d(left.x / right, left.y / right, left.z / right); }
Vector3d operator/(Vector3d const &left, Vector3d const &right) { return Vector3d(left.x / right.x, left.y / right.y, left.z / right.z); }
// Assignment operators //////////////////////////////////////////////////////// // Assignment operators ////////////////////////////////////////////////////////
@ -87,6 +80,13 @@ Vector3d &operator*=(Vector3d &left, float right) {
return left; return left;
} }
Vector3d &operator*=(Vector3d &left, Vector3d const &right) {
left.x *= right.x;
left.y *= right.y;
left.z *= right.z;
return left;
}
Vector3d &operator/=(Vector3d &left, float right) { Vector3d &operator/=(Vector3d &left, float right) {
left.x /= right; left.x /= right;
left.y /= right; left.y /= right;
@ -94,27 +94,34 @@ Vector3d &operator/=(Vector3d &left, float right) {
return left; return left;
} }
Vector3d &operator/=(Vector3d &left, Vector3d const &right) {
left.x /= right.x;
left.y /= right.y;
left.z /= right.z;
return left;
}
// Useful functions //////////////////////////////////////////////////////////// // Useful functions ////////////////////////////////////////////////////////////
Vector3d componentProduct(const Vector3d &left, const Vector3d &right) { Vector3d componentProduct(const Vector3d &left, const Vector3d &right) { return Vector3d(left.x * right.x, left.y * right.y, left.z * right.z); }
return Vector3d(left.x * right.x, left.y * right.y, left.z * right.z);
}
Vector3d componentQuotient(const Vector3d &left, const Vector3d &right) { Vector3d componentQuotient(const Vector3d &left, const Vector3d &right) { return Vector3d(left.x / right.x, left.y / right.y, left.z / right.z); }
return Vector3d(left.x / right.x, left.y / right.y, left.z / right.z);
}
Vector3d crossProduct(Vector3d const &left, Vector3d const &right) { Vector3d crossProduct(Vector3d const &left, Vector3d const &right) { return Vector3d(left.y * right.z - left.z * right.y, left.z * right.x - left.x * right.z, left.x * right.y - left.y * right.x); }
return Vector3d(left.y * right.z - left.z * right.y, left.z * right.x - left.x * right.z,
left.x * right.y - left.y * right.x);
}
float dotProduct(Vector3d const &left, Vector3d const &right) { float dotProduct(Vector3d const &left, Vector3d const &right) { return left.x * right.x + left.y * right.y + left.z * right.z; }
return left.x * right.x + left.y * right.y + left.z * right.z;
}
float length(Vector3d const &v) { return std::sqrt(dotProduct(v, v)); } float length(Vector3d const &v) { return std::sqrt(dotProduct(v, v)); }
Vector3d normalized(Vector3d const &v) { return v / length(v); } Vector3d normalized(Vector3d const &v) { return v / std::max(length(v), NORM_EPS); }
void normalize(Vector3d *v) { *v = normalized(*v); } void normalize(Vector3d *v) { *v = normalized(*v); }
std::tuple<Vector3d, Vector3d, Vector3d> orthoNormalized(Vector3d const &u, Vector3d const &v, Vector3d const &w) {
// using gram-schmidt orthonormalization
auto ret_u = normalized(u);
auto ret_v = normalized(v - dotProduct(ret_u, v) * ret_u);
auto ret_w = normalized(w - dotProduct(ret_u, w) * ret_u - dotProduct(ret_v, w) * ret_v);
return std::make_tuple(ret_u, ret_v, ret_w);
}

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@ -1,6 +1,8 @@
#ifndef VECTOR3D_H #ifndef VECTOR3D_H
#define VECTOR3D_H #define VECTOR3D_H
#include <tuple>
struct Vector3d { struct Vector3d {
// Components // Components
float x, y, z; float x, y, z;
@ -27,13 +29,17 @@ Vector3d operator-(Vector3d const &right);
Vector3d operator-(Vector3d const &left, Vector3d const &right); Vector3d operator-(Vector3d const &left, Vector3d const &right);
Vector3d operator*(Vector3d const &left, float right); Vector3d operator*(Vector3d const &left, float right);
Vector3d operator*(float left, Vector3d const &right); Vector3d operator*(float left, Vector3d const &right);
Vector3d operator*(Vector3d const &left, Vector3d const &right);
Vector3d operator/(Vector3d const &left, float right); Vector3d operator/(Vector3d const &left, float right);
Vector3d operator/(Vector3d const &left, Vector3d const &right);
// Assignment operators // Assignment operators
Vector3d &operator+=(Vector3d &left, Vector3d const &right); Vector3d &operator+=(Vector3d &left, Vector3d const &right);
Vector3d &operator-=(Vector3d &left, Vector3d const &right); Vector3d &operator-=(Vector3d &left, Vector3d const &right);
Vector3d &operator*=(Vector3d &left, float right); Vector3d &operator*=(Vector3d &left, float right);
Vector3d &operator*=(Vector3d &left, Vector3d const &right);
Vector3d &operator/=(Vector3d &left, float right); Vector3d &operator/=(Vector3d &left, float right);
Vector3d &operator/=(Vector3d &left, Vector3d const &right);
// Useful functions // Useful functions
Vector3d componentProduct(Vector3d const &left, Vector3d const &right); Vector3d componentProduct(Vector3d const &left, Vector3d const &right);
@ -43,5 +49,6 @@ float dotProduct(Vector3d const &left, Vector3d const &right);
float length(Vector3d const &v); float length(Vector3d const &v);
Vector3d normalized(Vector3d const &v); Vector3d normalized(Vector3d const &v);
void normalize(Vector3d *v); void normalize(Vector3d *v);
std::tuple<Vector3d, Vector3d, Vector3d> orthoNormalized(Vector3d const &u, Vector3d const &v, Vector3d const &w);
#endif #endif

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@ -11,21 +11,30 @@ InfinitePlane::InfinitePlane(Vector3d const &origin, Vector3d const &normal, std
// Primitive functions ///////////////////////////////////////////////////////// // Primitive functions /////////////////////////////////////////////////////////
bool InfinitePlane::intersect(Ray &ray) const { bool InfinitePlane::intersect(Ray &ray) const {
// IMPLEMENT ME! float const cosine = dotProduct(ray.direction, this->normal);
// Make sure the ray is not coming from the other side (backface culling). // Make sure the ray is not coming from the other side (backface culling).
// Note: We only use backface culling for InfinitePlanes, because we have // Note: We only use backface culling for InfinitePlanes, because we have
// some special features planned that rely on backfaces for other primitives. // some special features planned that rely on backfaces for other primitives.
if (cosine > 0)
return false;
// Determine whether the ray intersects the plane // Determine the distance at which the ray intersects the plane
float const t = dotProduct(this->origin - ray.origin, this->normal) / cosine;
// Test whether this is the foremost primitive in front of the camera // Test whether this is the foremost primitive in front of the camera
if (t < EPSILON || ray.length < t)
return false;
// (Optional for now) Set the normal // Set the normal
// IMPLEMENT ME
// Set the new length and the current primitive // Set the new length and the current primitive
ray.length = t;
ray.primitive = this;
return false; // True, because the primitive was hit
return true;
} }
// Bounding box //////////////////////////////////////////////////////////////// // Bounding box ////////////////////////////////////////////////////////////////

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@ -11,19 +11,46 @@ Sphere::Sphere(Vector3d const &center, float radius, std::shared_ptr<Shader> con
// Primitive functions ///////////////////////////////////////////////////////// // Primitive functions /////////////////////////////////////////////////////////
bool Sphere::intersect(Ray &ray) const { bool Sphere::intersect(Ray &ray) const {
// IMPLEMENT ME! // Use the definitions from the lecture
Vector3d const difference = ray.origin - this->center;
float const a = 1.0f;
float const b = 2.0f * dotProduct(ray.direction, difference);
float const c = dotProduct(difference, difference) - this->radius * this->radius;
float const discriminant = b * b - 4 * a * c;
// Determine whether the ray intersects the sphere // Test whether the ray could intersect at all
if (discriminant < 0)
return false;
float const root = std::sqrt(discriminant);
// Stable solution
float const q = -0.5f * (b < 0 ? (b - root) : (b + root));
float const t0 = q / a;
float const t1 = c / q;
float t = std::min(t0, t1);
if (t < EPSILON)
t = std::max(t0, t1);
// Test whether this is the foremost primitive in front of the camera // Test whether this is the foremost primitive in front of the camera
if (t < EPSILON || ray.length < t)
return false;
// (Optional for now) Calculate the normal // Calculate the normal
// IMPLEMENT ME
// (Optional for now) Calculate the surface position // Calculate the surface position and tangent vector
float const phi = std::acos(ray.normal.y);
float const rho = std::atan2(ray.normal.z, ray.normal.x) + PI;
ray.surface = Vector2d(rho / (2 * PI), phi / PI);
ray.tangent = Vector3d(std::sin(rho), 0, std::cos(rho));
ray.bitangent = normalized(crossProduct(ray.normal, ray.tangent));
// Set the new length and the current primitive // Set the new length and the current primitive
ray.length = t;
ray.primitive = this;
return false; // True, because the primitive was hit
return true;
} }
// Bounding box //////////////////////////////////////////////////////////////// // Bounding box ////////////////////////////////////////////////////////////////

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@ -5,43 +5,116 @@
Triangle::Triangle(std::shared_ptr<Shader> const &shader) : Primitive(shader) {} Triangle::Triangle(std::shared_ptr<Shader> const &shader) : Primitive(shader) {}
Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, std::shared_ptr<Shader> const &shader) Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, std::shared_ptr<Shader> const &shader) : Primitive(shader), vertex{a, b, c} {}
: Primitive(shader), vertex{a, b, c} {}
Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Vector3d const &nc, std::shared_ptr<Shader> const &shader) : Primitive(shader), vertex{a, b, c}, normal{na, nb, nc} {}
Vector3d const &nc, std::shared_ptr<Shader> const &shader)
: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc} {}
Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Vector3d const &nc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc, std::shared_ptr<Shader> const &shader)
Vector3d const &nc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc,
std::shared_ptr<Shader> const &shader)
: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc}, surface{ta, tb, tc} {} : Primitive(shader), vertex{a, b, c}, normal{na, nb, nc}, surface{ta, tb, tc} {}
Triangle::Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Vector3d const &nc, Vector3d const &tana, Vector3d const &tanb, Vector3d const &tanc, Vector3d const &ba,
Vector3d const &bb, Vector3d const &bc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc, std::shared_ptr<Shader> const &shader)
: Primitive(shader), vertex{a, b, c}, normal{na, nb, nc}, tangent{tana, tanb, tanc}, bitangent{ba, bb, bc}, surface{ta, tb, tc} {}
// Primitive functions ///////////////////////////////////////////////////////// // Primitive functions /////////////////////////////////////////////////////////
bool Triangle::intersectArea(Ray &ray) const {
// alternative triangle test
// "signed" triangle area with respect to triangle normal
auto triangleArea = [](Vector3d const &v0, Vector3d const &v1, Vector3d const &v2, Vector3d const &normal = Vector3d(0, 0, 0)) {
if (length(normal) < EPSILON) {
return length(crossProduct(v2 - v0, v1 - v0)) / 2.0f;
} else {
Vector3d const cp = crossProduct(v2 - v0, v1 - v0);
return dotProduct(cp, normal) > 0.0f ? length(cp) / 2.0f : -length(cp) / 2.0f;
}
};
bool Triangle::intersect(Ray &ray) const { // begin ray-plane intersection ----------------------------
// IMPLEMENT ME! Vector3d normal = normalized(crossProduct(vertex[2] - vertex[0], vertex[1] - vertex[0]));
// Determine whether the ray intersects the triangle float const cosine = dotProduct(ray.direction, normal);
// Test whether this is the foremost primitive in front of the camera if (abs(cosine) < EPSILON)
return false;
// (Optional for now) Calculate the normal float const t = dotProduct(vertex[0] - ray.origin, normal) / cosine;
// (Optional for now) Calculate the surface position if (t < EPSILON || ray.length < t)
return false;
Vector3d const p = ray.origin + t * ray.direction;
// end ray-plane intersection ----------------------------
float const fullArea = triangleArea(vertex[0], vertex[1], vertex[2]);
float const a = triangleArea(p, vertex[0], vertex[1], normal) / fullArea;
float const b = triangleArea(p, vertex[2], vertex[0], normal) / fullArea;
if ((a < 0.0f) || (a > 1.0f) || (b < 0.0f) || (a + b > 1.0f))
return false;
// Set the surface position (barycentric coordinates) and tangent Vector
ray.surface = a * this->surface[1] + b * this->surface[2] + (1 - a - b) * this->surface[0];
// Set the new length and the current primitive // Set the new length and the current primitive
ray.length = t;
ray.primitive = this;
// True, because the primitive was hit
return true;
}
bool Triangle::intersect(Ray &ray) const {
// We use the MöllerTrumbore intersection algorithm
// Determine two neighboring edge vectors
Vector3d const edge1 = this->vertex[1] - this->vertex[0];
Vector3d const edge2 = this->vertex[2] - this->vertex[0];
// Begin calculating determinant
Vector3d const pVec = crossProduct(ray.direction, edge2);
// Make sure the ray is not parallel to the triangle
float const det = dotProduct(edge1, pVec);
if (fabs(det) < EPSILON)
return false; return false;
float const inv_det = 1.0f / det;
// Calculate u and test bound
Vector3d const tVec = ray.origin - this->vertex[0];
float const u = dotProduct(tVec, pVec) * inv_det;
// Test whether the intersection lies outside the triangle
if (0.0f > u || u > 1.0f)
return false;
// Calculate v and test bound
Vector3d const qVec = crossProduct(tVec, edge1);
float const v = dotProduct(ray.direction, qVec) * inv_det;
// Test whether the intersection lies outside the triangle
if (0.0f > v || u + v > 1.0f)
return false;
// Test whether this is the foremost primitive in front of the camera
float const t = dotProduct(edge2, qVec) * inv_det;
if (t < EPSILON || ray.length < t)
return false;
// Calculate the normal
// IMPLEMENT ME
// Calculate the surface position
ray.surface = u * this->surface[1] + v * this->surface[2] + (1 - u - v) * this->surface[0];
// Set the new length and the current primitive
ray.length = t;
ray.primitive = this;
// True, because the primitive was hit
return true;
} }
// Bounding box //////////////////////////////////////////////////////////////// // Bounding box ////////////////////////////////////////////////////////////////
float Triangle::minimumBounds(int dimension) const { float Triangle::minimumBounds(int dimension) const { return std::min(this->vertex[0][dimension], std::min(this->vertex[1][dimension], this->vertex[2][dimension])); }
return std::min(this->vertex[0][dimension], std::min(this->vertex[1][dimension], this->vertex[2][dimension]));
}
float Triangle::maximumBounds(int dimension) const { float Triangle::maximumBounds(int dimension) const { return std::max(this->vertex[0][dimension], std::max(this->vertex[1][dimension], this->vertex[2][dimension])); }
return std::max(this->vertex[0][dimension], std::max(this->vertex[1][dimension], this->vertex[2][dimension]));
}

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@ -9,22 +9,28 @@ public:
// Constructor // Constructor
Triangle(std::shared_ptr<Shader> const &shader); Triangle(std::shared_ptr<Shader> const &shader);
Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, std::shared_ptr<Shader> const &shader); Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, std::shared_ptr<Shader> const &shader);
Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Vector3d const &nc, std::shared_ptr<Shader> const &shader);
Vector3d const &nc, std::shared_ptr<Shader> const &shader); Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Vector3d const &nc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc, std::shared_ptr<Shader> const &shader);
Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Triangle(Vector3d const &a, Vector3d const &b, Vector3d const &c, Vector3d const &na, Vector3d const &nb, Vector3d const &nc, Vector3d const &tana, Vector3d const &tanb, Vector3d const &tanc, Vector3d const &ba, Vector3d const &bb,
Vector3d const &nc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc, Vector3d const &bc, Vector2d const &ta, Vector2d const &tb, Vector2d const &tc, std::shared_ptr<Shader> const &shader);
std::shared_ptr<Shader> const &shader);
// Set // Set
void setVertex(int index, Vector3d const &vertex) { this->vertex[index] = vertex; } void setVertex(int index, Vector3d const &vertex) { this->vertex[index] = vertex; }
void setNormal(int index, Vector3d const &normal) { this->normal[index] = normalized(normal); } void setNormal(int index, Vector3d const &normal) { this->normal[index] = normalized(normal); }
Vector3d getNormal(int index){return this->normal[index];}
void setTangent(int index, Vector3d const &tangent) { this->tangent[index] = normalized(tangent); } void setTangent(int index, Vector3d const &tangent) { this->tangent[index] = normalized(tangent); }
void setBitangent(int index, Vector3d const &bitangent) { this->bitangent[index] = normalized(bitangent); } void setBitangent(int index, Vector3d const &bitangent) { this->bitangent[index] = normalized(bitangent); }
void setSurface(int index, Vector2d const &surface) { this->surface[index] = surface; } void setSurface(int index, Vector2d const &surface) { this->surface[index] = surface; }
// Get
Vector3d getPosition(size_t index) { return this->vertex[index]; }
Vector3d getNormal(size_t index) { return this->normal[index]; }
Vector3d getTangent(size_t index) { return this->tangent[index]; }
Vector3d getBitangent(size_t index) { return this->bitangent[index]; }
Vector2d getTexCoord(size_t index) { return this->surface[index]; }
// Primitive functions // Primitive functions
bool intersect(Ray &ray) const override; bool intersect(Ray &ray) const override;
bool intersectArea(Ray &ray) const;
// Bounding box // Bounding box
float minimumBounds(int dimension) const override; float minimumBounds(int dimension) const override;

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@ -8,9 +8,54 @@
Texture SimpleRenderer::renderImage(Scene const &scene, Camera const &camera, int width, int height) { Texture SimpleRenderer::renderImage(Scene const &scene, Camera const &camera, int width, int height) {
Texture image(width, height); Texture image(width, height);
// Calculate the aspect ration // Setup timer
std::chrono::steady_clock::time_point start, stop;
// Reset Ray counting
Ray::resetRayCount();
// Super-hacky progress bar!
std::cout << "(SimpleRenderer): Begin rendering..." << std::endl;
std::cout << "| 0%";
int const barSize = 50;
int const stepSize = (width * height) / barSize;
for (int i = 0; i < barSize - 3 - 5; ++i)
std::cout << " ";
std::cout << "100% |" << std::endl << "|";
int k = 0;
// Start timer
start = std::chrono::steady_clock::now();
float const aspectRatio = static_cast<float>(height) / width;
for (int x = 0; x < image.width(); ++x) {
for (int y = 0; y < image.height(); ++y) {
Ray ray = camera.createRay((static_cast<float>(x) / width * 2 - 1), -(static_cast<float>(y) / height * 2 - 1) * aspectRatio);
image.setPixelAt(x, y, clamped(scene.traceRay(ray)));
// Super hacky progress bar!
if (++k % stepSize == 0) {
std::cout << "=" << std::flush;
}
}
}
// Stop timer
stop = std::chrono::steady_clock::now();
std::cout << "| Done!" << std::endl;
// Calculate the Time taken in seconds
double seconds = std::chrono::duration_cast<std::chrono::duration<double>>(stop - start).count();
std::cout << "Time: " << seconds << "s" << std::endl;
// Get the number of seconds per ray
int rays = Ray::getRayCount();
std::cout << "Paths: " << rays << std::endl;
std::cout << "Paths per second: " << std::fixed << std::setprecision(0) << rays / seconds << std::endl;
// Create the image by casting one ray into the scene for each pixel
return image; return image;
} }

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@ -9,6 +9,19 @@
#include <sstream> #include <sstream>
#include <string> #include <string>
const std::string WHITESPACE = " \n\r\t\f\v";
std::string ltrim(const std::string &s) {
size_t start = s.find_first_not_of(WHITESPACE);
return (start == std::string::npos) ? "" : s.substr(start);
}
std::string rtrim(const std::string &s) {
size_t end = s.find_last_not_of(WHITESPACE);
return (end == std::string::npos) ? "" : s.substr(0, end + 1);
}
std::string trim(const std::string &s) { return rtrim(ltrim(s)); }
void Scene::add(const std::shared_ptr<Light> &light) { this->lights_.push_back(light); } void Scene::add(const std::shared_ptr<Light> &light) { this->lights_.push_back(light); }
void Scene::add(const std::shared_ptr<Primitive> &primitive) { void Scene::add(const std::shared_ptr<Primitive> &primitive) {

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@ -11,7 +11,6 @@
// Forward declarations // Forward declarations
class Light; class Light;
class Primitive;
class Shader; class Shader;
class Scene { class Scene {