some beautiful scenes, dont render DOFScene it takes 8hours ahaha we need gpu acceleration

This commit is contained in:
m.gaedke 2023-01-29 12:10:57 +01:00
parent ffaaa7e814
commit ed47dc2b9b
9 changed files with 287 additions and 47 deletions

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@ -9,6 +9,13 @@ if(NOT WIN32)
find_package(X11 REQUIRED)
endif()
find_path(EIGEN_DIR NAMES signature_of_eigen3_matrix_library
PATHS
C:/Program Files/Eigen3
PATH_SUFFIXES eigen3 eigen
)
include_directories(${EIGEN_DIR})
# This directory
include_directories(${CMAKE_CURRENT_SOURCE_DIR})
if(APPLE)
@ -78,6 +85,9 @@ endif()
add_executable(fancy1 fancy1.cpp)
target_link_libraries(fancy1 tracey)
add_executable(DOFScene DOFScene.cpp)
target_link_libraries(DOFScene tracey)
set(CMAKE_CXX_FLAGS_DEBUG "${CMAKE_CXX_FLAGS_DEBUG} -O0")
set(CMAKE_C_FLAGS_DEBUG "${CMAKE_C_FLAGS_DEBUG} -O0")

123
DOFScene.cpp Normal file
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@ -0,0 +1,123 @@
#include <iostream>
#include <string>
#include <shader/refractionshader.h>
#include "camera/perspectivecamera.h"
#include "renderer/simplerenderer.h"
#include "scene/simplescene.h"
#include "primitive/box.h"
#include "primitive/infiniteplane.h"
#include "primitive/objmodel.h"
#include "primitive/sphere.h"
#include "shader/brdfshader.h"
#include "shader/lambertshader.h"
#include "shader/mirrorshader.h"
#include "shader/phongshader.h"
#include "shader/cooktorranceshader.h"
#include "renderer/depthoffieldrenderer.h"
#include "light/ambientlight.h"
#include "light/pointlight.h"
#include "light/spotlight.h"
#include "post_processing/bloom.h"
int main() {
// Let's create a simple scene...
SimpleScene scene;
// Set up the camera
PerspectiveCamera camera;
camera.setFovAngle(90.0f);
camera.setPosition(Vector3d(0.0f, 0.0f, -10.0f));
camera.setForwardDirection(Vector3d(0.0f, 0.0f, 1.0f));
camera.setUpDirection(Vector3d(0.0f, 1.0f, 0.0f));
// Add shaders
auto mirror = std::make_shared<MirrorShader>();
auto white = std::make_shared<LambertShader>(Color(0.9f, 0.9f, 0.9f));
auto red = std::make_shared<LambertShader>(Color(1.0f, 0.3f, 0.2f));
auto blue = std::make_shared<LambertShader>(Color(0.2f, 0.3f, 1.0f));
auto orange = std::make_shared<PhongShader>(Color(1.0f, 0.64f, 0.0f), 1.0f, Color(1.0f, 1.0f, 1.0f), 1.0f, 25.0f);
auto gold= std::make_shared<CookTorranceShader>(Color(0.83f, 0.69f, 0.22f), Color(1.0f, 1.0f, 0.0f), 1.2f, 0.2f);
auto blueMetallic = std::make_shared<BrdfShader>("../data/blue-metallic-paint.binary", Color(7.0f, 7.0f, 7.0f));
auto darkRed = std::make_shared<BrdfShader>("../data/dark-red-paint.binary", Color(7.0f, 7.0f, 7.0f));
auto glass = std::make_shared<RefractionShader>(1.31f, 1.0f);
// Set up the walls
// ---------------------------------------------------------------------------
scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, 0.0f, +5.0f), Vector3d(0.0f, 0.0f, -1.0f), mirror));
scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, 0.0f, -5.0f), Vector3d(0.0f, 0.0f, +1.0f), mirror));
scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, +5.0f, 0.0f), Vector3d(0.0f, -1.0f, 0.0f), white));
scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, -5.0f, 0.0f), Vector3d(0.0f, +1.0f, 0.0f), white));
scene.add(std::make_shared<InfinitePlane>(Vector3d(+5.0f, 0.0f, 0.0f), Vector3d(-1.0f, 0.0f, 0.0f), blue));
scene.add(std::make_shared<InfinitePlane>(Vector3d(-5.0f, 0.0f, 0.0f), Vector3d(+1.0f, 0.0f, 0.0f), red));
scene.add(std::make_shared<Sphere>(Vector3d(-5.0f, 0.0f, 0.0f), 1.0f, blueMetallic));
scene.add(std::make_shared<Sphere>(Vector3d(-2.0f, 5.0f, 0.0f), 1.0f, orange));
scene.add(std::make_shared<Sphere>(Vector3d(2.0f, 4.0f, 0.0f), 1.0f, orange));
scene.add(std::make_shared<Sphere>(Vector3d(3.0f, 4.0f, -2.0f), 1.0f, glass));
scene.add(std::make_shared<Sphere>(Vector3d(2.0f, 3.0f, 4.0f), 1.0f, orange));
scene.add(std::make_shared<Sphere>(Vector3d(-3.0f, 3.0f, 2.0f), 1.0f, orange));
scene.add(std::make_shared<Sphere>(Vector3d(2.0f, 1.0f, 0.0f), 1.0f, mirror));
scene.add(std::make_shared<Sphere>(Vector3d(3.0f, -3.0f, 0.0f), 1.0f, darkRed));
scene.add(std::make_shared<Sphere>(Vector3d(5.0f, 0.0f, 0.0f), 1.0f, darkRed));
scene.add(std::make_shared<Sphere>(Vector3d(-5.0f, -3.3f, -4.0f), 1.0f, mirror));
// Add the teapot
auto ship = std::make_shared<ObjModel>(gold);
ship->loadObj("../data/NewObjects/Random/Ship.obj", Vector3d(0.07f, 0.07f, 0.07f), Vector3d(-1.0f, -5.0f, 0.0f));
scene.add(ship);
// Add ambient light
scene.add(std::make_shared<AmbientLight>(0.15f));
scene.add(std::make_shared<PointLight>(Vector3d(0.0f, 4.0f, -4.0f), 7.0f));
scene.add(std::make_shared<PointLight>(Vector3d(0.0f, 2.5f, -4.0f), 7.0f));
// Render the scene
// SimpleRenderer renderer;
// renderer.renderImage(scene, camera, 1024, 1024).save("result.png");
// initialize renderer: aperture = lens thickness, secondaryRayCount = how many rays per pixel are created
// focalLength = the area which is in focus
DOFRenderer renderer(0.2, 100, 10.0f);
// Use DOFRenderer to raytrace !!! careful more pixels lead to insane rendering times
int width = 1920;
Texture image = renderer.renderImage(scene, camera, width, width / 16 * 9);
// Use post-processing Bloom effect
// Bloom bloomEffect = Bloom(image.getImage());
// Texture imageWithBloom = image;
// imageWithBloom.setTexture(bloomEffect.bloom(0.55f, 5, 10.0f, 0.06f));
// save images
image.save("result.png");
CImg<float> CImgOfImage = image.getImage();
CImg<unsigned char> img_8bit(image.width(), image.height(), 1, 3);
cimg_forXYC(CImgOfImage,x,y,c) {
img_8bit(x,y,c) = (unsigned char)std::round(CImgOfImage(x, y, c) * 255);
}
CImgDisplay disp(img_8bit, "My Rendered Image",0, false, false);
while (!disp.is_closed()) {
disp.wait();
disp.display(img_8bit);
if (disp.is_resized()) {
disp.resize();
}
}
// image.save("resultWithBloom");
return 0;
}

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@ -1,20 +1,137 @@
#include <scene/simplescene.h>
#include <camera/perspectivecamera.h>
#include <shader/materialshader.h>
#include <primitive/sphere.h>
#include <light/ambientlight.h>
#include <light/pointlight.h>
#include <renderer/depthoffieldrenderer.h>
#include <post_processing/bloom.h>
#include <primitive/objmodel.h>
#include <shader/lambertshader.h>
#include <renderer/simplerenderer.h>
#include <shader/brdfshader.h>
#include <thread>
#include <conio.h>
#include <shader/cooktorranceshader.h>
#include <shader/phongshader.h>
#include <primitive/infiniteplane.h>
#include <light/spotlight.h>
#include <shader/cloudshader.h>
#include <shader/mirrorshader.h>
#include <shader/refractionshader.h>
#include <primitive/triangle.h>
#include <shader/simpleshadowshader.h>
#include <light/sunlight.h>
int main()
{
SimpleScene scene;
scene.setEnvironmentMap(std::make_shared<Texture>("../data/clear_blue_sky.jpg"));
// scene.setEnvironmentMap(std::make_shared<Texture>("../data/TychoSkymapII.t5_04096x02048.png"));
scene.setBackgroundColor(Color(0.1,0.1,0.1));
// Set up the camera
PerspectiveCamera camera;
camera.setFovAngle(90.0f);
camera.setPosition(Vector3d(0.0f, 0.0f, -10.0f));
camera.setForwardDirection(Vector3d(0.0f, 0.0f, 1.0f));
camera.setPosition(Vector3d(0.0f, -2.0f, -5.0f));
camera.setForwardDirection(Vector3d(1.0f, 0.1f, 0.2f));
// Final camera Position
// camera.setPosition(Vector3d(0.0f, -4.9f, 0.0f));
// camera.setForwardDirection(Vector3d(1.0f, 0.2f, 0.0f));
camera.setUpDirection(Vector3d(0.0f, 1.0f, 0.0f));
// Shader
auto gold = std::make_shared<CookTorranceShader>(Color(0.83f, 0.69f, 0.22f), Color(1.0f, 0.08f, 0.58f), 1.2f, 0.2f);
auto orange = std::make_shared<PhongShader>(Color(1.0f, 0.64f, 0.0f), 1.0f, Color(1.0f, 1.0f, 1.0f), 1.0f, 25.0f);
auto white = std::make_shared<LambertShader>(Color(0.9f, 0.9f, 0.9f));
auto fiona_color = std::make_shared<PhongShader>(Color(0.4f, 1.0f, 0.f), 1.0f, Color(1.0f, 1.0f, 1.0f), 1.0f, 25.0f);
auto mirror = std::make_shared<MirrorShader>();
auto glass = std::make_shared<RefractionShader>(1.31f, 1.0f);
// BRDF
auto gold_metallic_paint2 = std::make_shared<BrdfShader>("../data/BRDF/gold-metallic-paint2.binary", Color(7.0f, 7.0f, 7.0f));
auto alumina_oxide = std::make_shared<BrdfShader>("../data/BRDF/alumina-oxide.binary", Color(7.0f, 7.0f, 7.0f));
// Make Objects
auto house = std::make_shared<ObjModel>(alumina_oxide);
auto temple = std::make_shared<ObjModel>(gold_metallic_paint2);
house->loadObj("../data/NewObjects/house/objBuilding.obj", Vector3d(1.0f, 1.0f, 1.0f), Vector3d(20.0f, -6.0f, 10.0f));
temple->loadObj("../data/NewObjects/Random/Temple.obj", Vector3d(0.1f, 0.1f, 0.1f), Vector3d(30.0f, -6.0f, -10.0f));
// Setup ground and sky
// Add floor
scene.add(std::make_shared<InfinitePlane>(Vector3d(0.0f, -5.0f, 0.0f), Vector3d(0.0f, 1.0f, 0.0f), white));
// Add clouds
auto cloudSettings = CloudSettings();
cloudSettings.scale = 16.0f;
auto cloudShader = std::make_shared<CloudShader>(cloudSettings);
scene.add(std::make_shared<Box>(Vector3d(30.0f, 10.0f, 0.0f), Vector3d(75.0f, 10.0f, 75.0f), cloudShader));
// Insert Objects
scene.add(house);
scene.add(temple);
scene.add(std::make_shared<Sphere>(Vector3d(3.0f, -2.0f, -5.0f), 0.5f, mirror));
// Light
auto mainLight = std::make_shared<SunLight>(Vector3d(-10.0f, -0.5f, -1.0f), 2.0f, Color(1,1,1));//Color(1, 0.79f, 0.62f));
scene.add(mainLight);
scene.add(std::make_shared<AmbientLight>(0.1f));
// Render
SimpleRenderer rendererTest;
int width = 1920;
Texture imageSceneToTest = rendererTest.renderImage(scene, camera, width, width/16 * 9);
// initialize renderer: aperture = lens thickness, secondaryRayCount = how many rays per pixel are created
// focalLength = the area which is in focus
// DOFRenderer renderer(0.2, 100, 70.0f);
// Use DOFRenderer to raytrace !!! careful more pixels lead to insane rendering times
// Texture image = renderer.renderImage(scene, camera, 1920, 1080);
// Use post-processing Bloom effect
/*
Bloom bloomEffect = Bloom(image.getImage());
Texture imageWithBloom = image;
imageWithBloom.setTexture(bloomEffect.bloom(0.55f, 5, 10.0f, 0.06f));
*/
// save images
// imageSceneToTest.save("result.png");
// image.save("result.png");
// image.save("resultWithBloom");
CImg<float> image = imageSceneToTest.getImage();
CImg<unsigned char> img_8bit(image.width(), image.height(), 1, 3);
cimg_forXYC(image,x,y,c) {
img_8bit(x,y,c) = (unsigned char)std::round(image(x, y, c) * 255);
}
CImgDisplay disp(img_8bit, "My Rendered Image",0, false, false);
while (!disp.is_closed()) {
disp.wait();
disp.display(img_8bit);
if (disp.is_resized()) {
disp.resize();
}
}
return 0;
}

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@ -85,7 +85,7 @@ Color Texture::color(Vector2d const &surfacePosition, bool interpolate) const {
return color(surfacePosition.u, surfacePosition.v, interpolate);
}
CImg<float> Texture::getImage() {
CImg<float>& Texture::getImage() {
return image_;
}

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@ -33,7 +33,7 @@ public:
Color color(float u, float v, bool interpolate = true) const;
Color color(Vector2d const &surfacePosition, bool interpolate = true) const;
CImg<float> getImage();
CImg<float>& getImage();
private:
CImg<float> image_;

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@ -18,7 +18,7 @@
int main() {
// Let's create a simple cornell box scene...
SimpleScene scene;
scene.setEnvironmentMap(std::make_shared<Texture>("data/lion_env.png"));
scene.setEnvironmentMap(std::make_shared<Texture>("../data/lion_env.png"));
auto mirror = std::make_shared<MirrorShader>();
auto glass = std::make_shared<RefractionShader>(1.31f, 1.0f);

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@ -44,8 +44,6 @@ int main() {
auto blueMetallic = std::make_shared<BrdfShader>("../data/blue-metallic-paint.binary", Color(7.0f, 7.0f, 7.0f));
auto darkRed = std::make_shared<BrdfShader>("../data/dark-red-paint.binary", Color(7.0f, 7.0f, 7.0f));
// DOF Shader
bool dofShader = true;
// Set up the walls

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@ -3,7 +3,6 @@
#include <chrono>
#include "depthoffieldrenderer.h"
#include <iomanip>
#include "post_processing/bloom.h"
DOFRenderer::DOFRenderer(float _aperture, int _secondaryRayCount, float _focalLength) : aperture(_aperture),
@ -112,13 +111,6 @@ Texture DOFRenderer::renderImage(Scene const &scene, Camera const &camera, int w
std::cout << "Paths: " << rays << std::endl;
std::cout << "Paths per second: " << std::fixed << std::setprecision(0) << rays / seconds << std::endl;
// Post-processing
// Bloom shader
image.save("original.png");
Bloom bloomEffect = Bloom(image.getImage());
image.setTexture(bloomEffect.bloom(0.55f, 5, 10.0f, 0.06f));
return image;
}

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@ -8,42 +8,42 @@ BrdfShader::BrdfShader(char const *fileName, Color const &scale)
: scale(scale), brdf(std::make_unique<BRDFRead>(fileName)) {}
Color BrdfShader::shade(Scene const &scene, Ray const &ray) const {
// Calculate theta and phi
float thetaIn = std::acos(dotProduct(-ray.normal, ray.direction));
float phiIn = 0.0f;
// Calculate theta and phi
float thetaIn = std::acos(dotProduct(-ray.normal, ray.direction));
float phiIn = 0.0f;
// Derive local coordinate system
Vector3d const x = crossProduct(-ray.direction, ray.normal);
Vector3d const y = crossProduct(ray.normal, x);
// Derive local coordinate system
Vector3d const x = crossProduct(-ray.direction, ray.normal);
Vector3d const y = crossProduct(ray.normal, x);
// Accumulate the light over all light sources
Color illuminationColor;
for (const auto &light : scene.lights()) {
Light::Illumination illum;
illum = light->illuminate(scene, ray);
// Accumulate the light over all light sources
Color illuminationColor;
for (const auto &light : scene.lights()) {
Light::Illumination illum;
illum = light->illuminate(scene, ray);
// Diffuse term
float const cosine = dotProduct(-illum.direction, ray.normal);
if (cosine > 0) {
Color color;
// Diffuse term
float const cosine = dotProduct(-illum.direction, ray.normal);
if (cosine > 0) {
Color color;
// Avoid numeric instability
if (cosine < 1) {
float const thetaOut = std::acos(cosine);
// Avoid numeric instability
if (cosine < 1) {
float const thetaOut = std::acos(cosine);
// Project outgoing vector into local coordinate system
Vector3d const c = crossProduct(-illum.direction, ray.normal);
float const phiOut = std::atan2(dotProduct(c, y), dotProduct(c, x));
// Project outgoing vector into local coordinate system
Vector3d const c = crossProduct(-illum.direction, ray.normal);
float const phiOut = std::atan2(dotProduct(c, y), dotProduct(c, x));
color = Color(brdf->lookupBrdfValues(thetaIn, phiIn, thetaOut, phiOut));
} else {
color = Color(brdf->lookupBrdfValues(thetaIn, phiIn, 0, 0));
}
color = Color(brdf->lookupBrdfValues(thetaIn, phiIn, thetaOut, phiOut));
} else {
color = Color(brdf->lookupBrdfValues(thetaIn, phiIn, 0, 0));
}
// Calculate colors
Color const diffuseColor = scale * color * cosine;
illuminationColor += diffuseColor * illum.color;
// Calculate colors
Color const diffuseColor = scale * color * cosine;
illuminationColor += diffuseColor * illum.color;
}
}
}
return illuminationColor;
return illuminationColor;
}