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raytracing-render's Introduction

raytracing-render

Developing ray tracing render from scratch.

Demo scenes

Key Features

Requirements

Requires libpng to be installed.
Tested on Mac OS 10.8 with gcc 4.2, gcc 4.7, gcc 4.9 and gcc 5 (as far as OpenMP is required - currently, Clang can't be used).

Demo with GLUT front-end

All rendering routines are performing by this render, not OpenGL. Just using GLUT to display rendered image.

make run_demo_gl

or something like this (in case if Homebrew installed GCC 5 - under its own alias):

make CC=gcc-5 run_demo_gl
  • Use controls ← ↑ → ↓ to rotate camera
  • Use CTRL + ↑ or CTRL + ↓ to move camera forward or backward
  • Use SHIFT + ↑ or SHIFT + ↓ to move camera up or down
  • Use SHIFT + ← or SHIFT + → to move camera left or right
  • Use ALT + ↑ or ALT + ↓ to change focus of camera
  • Use ESC to exit

Create demo from scratch

Lets create example application from scratch :) You will get following image:

Sphere-triangle-and-cow

#include <stdio.h>

#include <canvas.h>
#include <render.h>
#include <obj_loader.h>

#define CANVAS_W 400
#define CANVAS_H 400

// Boost by rendering in parallel
#define THREADS_NUM 4

#define BACKGROUND_COLOR rgb(255, 255, 255)

#define MAX_OBJECTS_NUMBER 10000
#define MAX_LIGHT_SOURCES_NUMBER 5

int
main(void) {
    // Allocating scene
    Scene * scene = new_scene(MAX_OBJECTS_NUMBER,
                              MAX_LIGHT_SOURCES_NUMBER,
                              BACKGROUND_COLOR);
    
    // Allocating new sphere
    Float radius = 100;
    Point3d center = point3d(0, 0, 0);
    Color sphere_color = rgb(250, 30, 30);
    Material sphere_material = material(1, 5, 5, 10, 0, 10);
    Object3d * sphere = new_sphere(center,
                                   radius,
                                   sphere_color,
                                   sphere_material);
    
    // Adding sphere to the scene
    add_object(scene,
               sphere);
    
    // Allocating new triangle
    Object3d * triangle = new_triangle(point3d(-700, -700, -130), // vertex 1
                                       point3d( 700, -700, -130), // vertex 2
                                       point3d(   0,  400, -130), // vertex 3
                                       rgb(100, 255, 30),         // color
                                       material(1, 6, 0, 2, 0, 0) // surface params
                                       );
    
    // Adding triangle to the scene
    add_object(scene,
               triangle);
    
    // Loading 3D model of cow from *.obj file
    // defining transformations and parameters of 3D model
    // TODO: must be refactored...
    SceneFaceHandlerParams load_params =
    new_scene_face_handler_params(scene,
                                  // scale:
                                  40,
                                  // move dx, dy, dz:
                                  -150, -100, 30,
                                  // rotate around axises x, y, z:
                                  0, 0, 0,
                                  // color
                                  rgb(200, 200, 50),
                                  // surface params
                                  material(2, 3, 0, 0, 0, 0)
                                  );
    
    load_obj("./demo/models/cow.obj",
             // default handler which adding polygons of 3D model to scene:
             scene_face_handler,
             &load_params);
    
    // This function is requried (bulding k-d tree of entire scene)
    prepare_scene(scene);
    
    printf("\nNumber of polygons: %i\n", scene->last_object_index + 1);
    
    // Allocating new light source
    Color light_source_color = rgb(255, 255, 255);
    Point3d light_source_location = point3d(-300, 300, 300);
    LightSource3d * light_source = new_light_source(light_source_location,
                                                    light_source_color);
    // Adding light source to the scene
    add_light_source(scene,
                     light_source);
    
    // Adding fog
    Float density = 0.002;
    set_exponential_fog(scene, density);
    
    // Allocating camera
    // TODO: It's a pity, but quaternions are not implemented yet :(
    Point3d camera_location = point3d(0, 500, 0);
    Float focus = 320;
    Float x_angle = -1.57;
    Float y_angle = 0;
    Float z_angle = 3.14;
    Camera * camera = new_camera(camera_location,
                                 x_angle,
                                 y_angle,
                                 z_angle,
                                 focus);
    
    // Rotate camera if needed
    // rotate_camera(camera, d_x_angle, d_y_angle, d_z_angle);
    
    // Move camera if needed
    // move_camera(camera, vector3df(d_x, d_y, d_z));
    
    // Alocate new canvas, to render scene on it
    Canvas * canvas = new_canvas(CANVAS_W,
                                 CANVAS_H);
    
    render_scene(scene,
                 camera,
                 canvas,
                 THREADS_NUM);
    
    // Saving rendered image in PNG format
    write_png("example.png",
              canvas);
    
    release_canvas(canvas);
    release_scene(scene);
    release_camera(camera);
    
    return 0;
}

Launch it

make example && ./example

Average number of intersections per pixel

Define different values of maximal depth of Kd-tree and track average number of ray intersections per pixel:

make DEF="-DRAY_INTERSECTIONS_STAT -DMAX_TREE_DEPTH=25" run_demo_gl
make DEF="-DRAY_INTERSECTIONS_STAT -DMAX_TREE_DEPTH=25" example && ./example

Benchamrks

Illustration of kd-tree boosting:

  1. Without kd-tree, and without bounding box:
make clean > /dev/null
make DEF="-DRAY_INTERSECTIONS_STAT -DNO_BOUNDING_BOX -DMAX_TREE_DEPTH=0" benchmark > /dev/null &&
./benchmark
make clean > /dev/null
  1. Without kd-tree, but with bounding box:
make clean > /dev/null
make DEF="-DRAY_INTERSECTIONS_STAT -DMAX_TREE_DEPTH=0" benchmark > /dev/null &&
./benchmark
make clean > /dev/null
  1. With kd-tree, but without bounding box:
make clean > /dev/null
make DEF="-DRAY_INTERSECTIONS_STAT -DNO_BOUNDING_BOX -DMAX_TREE_DEPTH=20" benchmark > /dev/null &&
./benchmark
make clean > /dev/null
  1. With kd-tree, and with bounding box:
make clean > /dev/null
make DEF="-DRAY_INTERSECTIONS_STAT -DMAX_TREE_DEPTH=20" benchmark > /dev/null &&
./benchmark
make clean > /dev/null

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raytracing-render's Issues

Encapsulate details of rendering into separate function.

E.g.

render_scene(Scene * scene, Canvas * canvas, int num_threads, int width, int height)

or

render_scene(Scene * scene, Canvas * canvas, int width, int height, thread_pool * pool)

if pool == NULL - it means single thread rendering

Add spheres

Implement new object3d primitives (in addition to triangle3d)

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