Add Acceleration Structure Interface

This commit is contained in:
hal8174 2025-01-03 23:36:18 +01:00
parent 0b3daf9441
commit 24bf8753b2
8 changed files with 519 additions and 2 deletions

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@ -0,0 +1,119 @@
use std::sync::Arc;
use rand::seq::SliceRandom;
use ray_tracing_core::{
prelude::*,
scene::{Intersection, LightSample, Scene},
};
use sampling::sample_triangle;
use crate::util::triangle_normal;
pub mod triangle_bvh;
pub trait AccelerationStructure<T> {
fn intersect(&self, ray: Ray, min: Float, max: Float) -> Option<(Float, Dir3, T)>;
}
#[derive(Debug)]
pub struct ASMaterial<R: Rng> {
pub material: Option<Box<dyn Material<R>>>,
pub light: Option<Box<dyn Light<R>>>,
}
impl<R: Rng> ASMaterial<R> {
pub fn new_material<M: Material<R> + 'static>(material: M) -> Self {
Self {
material: Some(Box::new(material)),
light: None,
}
}
pub fn new_light<L: Light<R> + 'static>(light: L) -> Self {
Self {
material: None,
light: Some(Box::new(light)),
}
}
pub fn new_material_light<M: Material<R> + 'static, L: Light<R> + 'static>(
material: M,
light: L,
) -> Self {
Self {
material: Some(Box::new(material)),
light: Some(Box::new(light)),
}
}
}
#[derive(Debug)]
pub struct AccelerationStructureScene<A, R: Rng> {
acceleration_structure: A,
materials: Arc<[ASMaterial<R>]>,
lights: Vec<(usize, [Pos3; 3])>,
}
impl<A: Clone, R: Rng> Clone for AccelerationStructureScene<A, R> {
fn clone(&self) -> Self {
Self {
acceleration_structure: self.acceleration_structure.clone(),
materials: Arc::clone(&self.materials),
lights: self.lights.clone(),
}
}
}
impl<A, R: Rng> AccelerationStructureScene<A, R> {
pub fn new(a: A, materials: Arc<[ASMaterial<R>]>, lights: Vec<(usize, [Pos3; 3])>) -> Self {
Self {
acceleration_structure: a,
materials,
lights,
}
}
}
impl<A: AccelerationStructure<u32>, R: Rng> Scene<R> for AccelerationStructureScene<A, R> {
fn intersect(
&self,
ray: Ray,
min: Float,
max: Float,
) -> Option<ray_tracing_core::scene::Intersection<'_, R>> {
let (t, n, i) = self.acceleration_structure.intersect(ray, min, max)?;
let material = &self.materials[i as usize];
Some(Intersection::new(
t,
n,
material.material.as_deref(),
material.light.as_deref(),
))
}
fn sample_light(
&self,
_w_in: Dir3,
_intersection: &ray_tracing_core::scene::Intersection<'_, R>,
rng: &mut R,
) -> Option<ray_tracing_core::scene::LightSample<'_, R>> {
let t = self.lights.choose(rng);
if let Some(&(t, v)) = t {
let light = self.materials[t].light.as_ref().unwrap().as_ref();
let b = sample_triangle(rng.gen());
let n = triangle_normal(v);
let area = n.length() * 0.5;
Some(LightSample::new(
Pos3::from_barycentric(v, b),
1.0 / ((self.lights.len() as Float) * area),
n.normalize(),
light,
))
} else {
None
}
}
}

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@ -0,0 +1,222 @@
use ray_tracing_core::prelude::*;
use crate::util::triangle_normal;
use super::AccelerationStructure;
type Index = u32;
#[derive(Debug, Clone)]
pub struct TriangleBVH<T> {
vertices: Vec<Pos3>,
triangles: Vec<Triangle<T>>,
bvh: Vec<Node>,
}
#[derive(Debug, Clone, Copy)]
enum Node {
Inner {
left: Index,
left_aabb: AABB,
right: Index,
right_aabb: AABB,
},
Leaf {
start: Index,
count: Index,
},
}
#[derive(Debug, Clone, Copy)]
pub struct Triangle<T> {
pub vertices: [Index; 3],
pub data: T,
}
impl<T> Triangle<T> {
pub fn new(vertices: [Index; 3], data: T) -> Self {
Self { vertices, data }
}
}
impl<T: Copy> TriangleBVH<T> {
pub fn new(vertices: Vec<Pos3>, mut triangles: Vec<Triangle<T>>) -> Self {
let mut bvh = vec![Node::Leaf {
start: 0,
count: triangles.len() as Index,
}];
let aabb = Self::calculate_aabb(&vertices, &triangles);
Self::build_bvh(&vertices, &mut triangles, &mut bvh, 0, aabb);
Self {
vertices,
triangles,
bvh,
}
}
fn calculate_aabb(vertices: &[Pos3], triangles: &[Triangle<T>]) -> AABB {
let mut aabb = AABB::new(
vertices[triangles[0].vertices[0] as usize],
vertices[triangles[0].vertices[1] as usize],
);
aabb = aabb.extend(vertices[triangles[0].vertices[2] as usize]);
for t in triangles.iter().skip(1) {
for v in t.vertices {
aabb = aabb.extend(vertices[v as usize]);
}
}
aabb
}
fn build_bvh(
vertices: &[Pos3],
triangles: &mut [Triangle<T>],
bvh: &mut Vec<Node>,
node: usize,
aabb: AABB,
) {
let (start, count) = if let Node::Leaf { start, count } = bvh[node] {
(start, count)
} else {
unreachable!()
};
if count < 8 {
return;
}
let size = aabb.size();
let dim = if size.x() > Float::max(size.y(), size.z()) {
0
} else if size.y() > Float::max(size.x(), size.z()) {
1
} else {
2
};
let get_key = |t: &Triangle<T>| {
t.vertices
.iter()
.map(|&v| vertices[v as usize][dim])
.sum::<Float>()
/ 3.0
};
triangles.sort_by(|a, b| get_key(a).partial_cmp(&get_key(b)).unwrap());
let (left_range, right_range) = triangles.split_at_mut((count / 2) as usize);
let left_aabb = Self::calculate_aabb(vertices, left_range);
let right_aabb = Self::calculate_aabb(vertices, right_range);
let i = bvh.len() as Index;
bvh[node] = Node::Inner {
left: i,
left_aabb,
right: i + 1,
right_aabb,
};
bvh.push(Node::Leaf {
start,
count: left_range.len() as Index,
});
bvh.push(Node::Leaf {
start: start + left_range.len() as Index,
count: right_range.len() as Index,
});
Self::build_bvh(vertices, left_range, bvh, i as usize, left_aabb);
Self::build_bvh(vertices, right_range, bvh, i as usize + 1, right_aabb);
}
fn intersect_bvh(
&self,
node: Index,
ray: Ray,
min: Float,
max: Float,
) -> Option<(Float, Dir3, T)> {
match self.bvh[node as usize] {
Node::Inner {
left,
left_aabb,
right,
right_aabb,
} => {
let left_intersect = left_aabb.intersect_ray(ray, min, max);
let right_intersect = right_aabb.intersect_ray(ray, min, max);
match (left_intersect, right_intersect) {
(None, None) => None,
(None, Some(_)) => self.intersect_bvh(right, ray, min, max),
(Some(_), None) => self.intersect_bvh(left, ray, min, max),
(Some(l), Some(r)) => {
let close;
let far;
if l < r {
close = left;
far = right;
} else {
close = right;
far = left;
}
if let Some(close_intersect) = self.intersect_bvh(close, ray, min, max) {
if let Some(far_intersect) = self
.intersect_bvh(far, ray, min, Float::min(max, close_intersect.0))
.filter(|far_intersect| far_intersect.0 < close_intersect.0)
{
Some(far_intersect)
} else {
Some(close_intersect)
}
} else {
self.intersect_bvh(far, ray, min, max)
}
}
}
}
Node::Leaf { start, count } => {
let mut intersection = None;
for i in start..(start + count) {
if let Some(t) = crate::util::triangle_intersection(
ray,
self.get_vertices(&self.triangles[i as usize]),
) {
if min <= t
&& t <= max
&& !intersection.is_some_and(|(old_t, _, _)| t > old_t)
{
let n = triangle_normal(self.get_vertices(&self.triangles[i as usize]))
.normalize();
intersection.replace((t, n, self.triangles[i as usize].data));
}
}
}
intersection
}
}
}
fn get_vertices(&self, triangle: &Triangle<T>) -> [Pos3; 3] {
[
self.vertices[triangle.vertices[0] as usize],
self.vertices[triangle.vertices[1] as usize],
self.vertices[triangle.vertices[2] as usize],
]
}
}
impl<T: Copy> AccelerationStructure<T> for TriangleBVH<T> {
fn intersect(&self, ray: Ray, min: Float, max: Float) -> Option<(Float, Dir3, T)> {
self.intersect_bvh(0, ray, min, max)
}
}

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@ -1,7 +1,7 @@
use rand::Rng;
use ray_tracing_core::{light::AreaLight, prelude::*, scene::Scene};
use ray_tracing_material::{diffuse::DiffuseMaterial, mirror::Mirror};
use std::{cell::OnceCell, fmt::Debug};
use std::cell::OnceCell;
use crate::{
parse_obj::ObjData,

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@ -23,9 +23,14 @@ pub fn example_scenes<R: Rng + Debug + 'static>() -> HashMap<&'static str, Box<d
"stanford_dragon",
Box::new(stanford_dragon::StanfordDragon::new()),
);
map.insert(
"stanford_dragon_as",
Box::new(stanford_dragon_as::StanfordDragon::new()),
);
map
}
pub mod basic_cornell;
pub mod cornell2;
pub mod stanford_dragon;
pub mod stanford_dragon_as;

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@ -0,0 +1,126 @@
use rand::Rng;
use ray_tracing_core::{light::AreaLight, prelude::*, scene::Scene};
use ray_tracing_material::{
microfacet::{BeckmannDistribution, Microfacet},
oren_nayar::OrenNayar,
};
use std::cell::OnceCell;
use crate::{
acceleration_structure::{
triangle_bvh::{Triangle, TriangleBVH},
ASMaterial, AccelerationStructureScene,
},
parse_obj::ObjData,
};
use super::ExampleScene;
pub struct StanfordDragon<R: Rng> {
scene: OnceCell<AccelerationStructureScene<TriangleBVH<u32>, R>>,
}
impl<R: Rng> StanfordDragon<R> {
pub fn new() -> Self {
Self {
scene: OnceCell::new(),
}
}
}
impl<R: Rng + 'static> ExampleScene<R> for StanfordDragon<R> {
fn get_scene(&self) -> Box<dyn Scene<R> + Sync> {
let s = self.scene.get_or_init(|| {
let obj = ObjData::new("ray-tracing-scene/obj/stanford_dragon.obj").unwrap();
let mut triangles = obj
.triangle_faces()
.map(|t| Triangle::new(t.v, 0))
.collect::<Vec<_>>();
let color = Color::new(0.2, 0.2, 0.9);
let materials = vec![
ASMaterial::new_material(Microfacet::new(BeckmannDistribution::new(0.01), color)),
ASMaterial::new_material(OrenNayar::new(0.5, Color::new(0.8, 0.8, 0.8))),
ASMaterial::new_material(OrenNayar::new(0.5, Color::new(0.9, 0.0, 0.0))),
ASMaterial::new_material(OrenNayar::new(0.5, Color::new(0.0, 0.9, 0.0))),
ASMaterial::new_light(AreaLight::new(Color::white() * 30.0)),
];
let mut vertices = obj.vertices;
for v in &mut vertices {
*v = Pos3::new(v.x(), v.z() + 60.0, -v.y());
}
let side_length = 400.0;
let light_size = 150.0;
let light_offset = 0.01;
let offset = vertices.len() as u32;
vertices.extend_from_slice(&[
Pos3::new(side_length, 2.0 * side_length, side_length),
Pos3::new(side_length, 2.0 * side_length, -side_length),
Pos3::new(side_length, 0.0, side_length),
Pos3::new(side_length, 0.0, -side_length),
Pos3::new(-side_length, 2.0 * side_length, side_length),
Pos3::new(-side_length, 2.0 * side_length, -side_length),
Pos3::new(-side_length, 0.0, side_length),
Pos3::new(-side_length, 0.0, -side_length),
Pos3::new(light_size, 2.0 * side_length - light_offset, light_size),
Pos3::new(light_size, 2.0 * side_length - light_offset, -light_size),
Pos3::new(-light_size, 2.0 * side_length - light_offset, light_size),
Pos3::new(-light_size, 2.0 * side_length - light_offset, -light_size),
]);
triangles.extend_from_slice(&[
Triangle::new([offset, 1 + offset, 2 + offset], 1),
Triangle::new([1 + offset, 3 + offset, 2 + offset], 1),
Triangle::new([offset, 4 + offset, 1 + offset], 1),
Triangle::new([1 + offset, 4 + offset, 5 + offset], 1),
Triangle::new([2 + offset, 3 + offset, 6 + offset], 1),
Triangle::new([3 + offset, 7 + offset, 6 + offset], 1),
Triangle::new([offset, 2 + offset, 4 + offset], 2),
Triangle::new([6 + offset, 4 + offset, 2 + offset], 2),
Triangle::new([1 + offset, 5 + offset, 3 + offset], 3),
Triangle::new([7 + offset, 3 + offset, 5 + offset], 3),
Triangle::new([8 + offset, 10 + offset, 9 + offset], 4),
Triangle::new([11 + offset, 9 + offset, 10 + offset], 4),
]);
let lights: Vec<_> = triangles
.iter()
.filter(|f| materials[f.data as usize].light.is_some())
.map(|t| {
(
t.data as usize,
[
vertices[t.vertices[0] as usize],
vertices[t.vertices[1] as usize],
vertices[t.vertices[2] as usize],
],
)
})
.collect();
let a = TriangleBVH::new(vertices, triangles);
AccelerationStructureScene::new(a, materials.into(), lights)
});
let n: AccelerationStructureScene<_, _> = s.clone();
Box::new(n)
}
fn get_camera_pos(&self) -> Pos3 {
Pos3::new(-150.0, 160.0, 250.0)
}
fn get_camera_look_at(&self) -> Pos3 {
Pos3::new(0.0, 60.0, 0.0)
}
fn get_camera_up(&self) -> Dir3 {
Dir3::up()
}
fn get_horizontal_fov(&self) -> Float {
Float::to_radians(90.0)
}
}

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@ -1,4 +1,6 @@
pub mod acceleration_structure;
pub mod basic_scene;
pub mod examples;
pub mod parse_obj;
pub mod triangle_bvh;
pub mod util;

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@ -226,12 +226,12 @@ impl<R: Rng> TriangleBVH<R> {
count: triangles.len() as Index,
}];
let aabb = calculate_aabb(&vertices, &triangles);
build_bvh(&vertices, &mut triangles, &mut bvh, 0, aabb);
let lights: Vec<_> = triangles
.iter()
.filter(|f| materials[f.material as usize].light.is_some())
.map(Triangle::clone)
.collect();
build_bvh(&vertices, &mut triangles, &mut bvh, 0, aabb);
Self {
vertices,
bvh,

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@ -0,0 +1,43 @@
use ray_tracing_core::prelude::*;
pub fn triangle_intersection(ray: Ray, v: [Pos3; 3]) -> Option<Float> {
let e1 = v[1] - v[0];
let e2 = v[2] - v[0];
let ray_cross_e2 = Dir3::cross(ray.dir(), e2);
let det = e1.dot(ray_cross_e2);
if det > -f32::EPSILON && det < f32::EPSILON {
return None; // This ray is parallel to this triangle.
}
let inv_det = 1.0 / det;
let s = ray.start() - v[0];
let u = inv_det * s.dot(ray_cross_e2);
if !(0.0..=1.0).contains(&u) {
return None;
}
let s_cross_e1 = s.cross(e1);
let v = inv_det * Dir3::dot(ray.dir(), s_cross_e1);
if v < 0.0 || u + v > 1.0 {
return None;
}
// At this stage we can compute t to find out where the intersection point is on the line.
let t = inv_det * e2.dot(s_cross_e1);
if t > Float::EPSILON {
// ray intersection
Some(t)
} else {
// This means that there is a line intersection but not a ray intersection.
None
}
}
pub fn triangle_normal(v: [Pos3; 3]) -> Dir3 {
let e1 = v[1] - v[0];
let e2 = v[2] - v[0];
Dir3::cross(e1, e2)
}