Add Acceleration Structure Interface
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8 changed files with 519 additions and 2 deletions
119
ray-tracing-scene/src/acceleration_structure/mod.rs
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119
ray-tracing-scene/src/acceleration_structure/mod.rs
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@ -0,0 +1,119 @@
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use std::sync::Arc;
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use rand::seq::SliceRandom;
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use ray_tracing_core::{
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prelude::*,
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scene::{Intersection, LightSample, Scene},
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};
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use sampling::sample_triangle;
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use crate::util::triangle_normal;
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pub mod triangle_bvh;
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pub trait AccelerationStructure<T> {
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fn intersect(&self, ray: Ray, min: Float, max: Float) -> Option<(Float, Dir3, T)>;
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}
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#[derive(Debug)]
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pub struct ASMaterial<R: Rng> {
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pub material: Option<Box<dyn Material<R>>>,
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pub light: Option<Box<dyn Light<R>>>,
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}
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impl<R: Rng> ASMaterial<R> {
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pub fn new_material<M: Material<R> + 'static>(material: M) -> Self {
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Self {
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material: Some(Box::new(material)),
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light: None,
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}
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}
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pub fn new_light<L: Light<R> + 'static>(light: L) -> Self {
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Self {
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material: None,
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light: Some(Box::new(light)),
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}
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}
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pub fn new_material_light<M: Material<R> + 'static, L: Light<R> + 'static>(
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material: M,
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light: L,
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) -> Self {
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Self {
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material: Some(Box::new(material)),
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light: Some(Box::new(light)),
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}
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}
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}
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#[derive(Debug)]
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pub struct AccelerationStructureScene<A, R: Rng> {
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acceleration_structure: A,
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materials: Arc<[ASMaterial<R>]>,
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lights: Vec<(usize, [Pos3; 3])>,
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}
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impl<A: Clone, R: Rng> Clone for AccelerationStructureScene<A, R> {
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fn clone(&self) -> Self {
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Self {
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acceleration_structure: self.acceleration_structure.clone(),
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materials: Arc::clone(&self.materials),
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lights: self.lights.clone(),
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}
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}
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}
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impl<A, R: Rng> AccelerationStructureScene<A, R> {
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pub fn new(a: A, materials: Arc<[ASMaterial<R>]>, lights: Vec<(usize, [Pos3; 3])>) -> Self {
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Self {
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acceleration_structure: a,
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materials,
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lights,
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}
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}
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}
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impl<A: AccelerationStructure<u32>, R: Rng> Scene<R> for AccelerationStructureScene<A, R> {
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fn intersect(
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&self,
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ray: Ray,
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min: Float,
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max: Float,
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) -> Option<ray_tracing_core::scene::Intersection<'_, R>> {
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let (t, n, i) = self.acceleration_structure.intersect(ray, min, max)?;
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let material = &self.materials[i as usize];
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Some(Intersection::new(
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t,
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n,
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material.material.as_deref(),
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material.light.as_deref(),
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))
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}
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fn sample_light(
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&self,
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_w_in: Dir3,
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_intersection: &ray_tracing_core::scene::Intersection<'_, R>,
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rng: &mut R,
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) -> Option<ray_tracing_core::scene::LightSample<'_, R>> {
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let t = self.lights.choose(rng);
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if let Some(&(t, v)) = t {
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let light = self.materials[t].light.as_ref().unwrap().as_ref();
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let b = sample_triangle(rng.gen());
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let n = triangle_normal(v);
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let area = n.length() * 0.5;
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Some(LightSample::new(
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Pos3::from_barycentric(v, b),
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1.0 / ((self.lights.len() as Float) * area),
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n.normalize(),
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light,
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))
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} else {
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None
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}
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}
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}
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222
ray-tracing-scene/src/acceleration_structure/triangle_bvh.rs
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222
ray-tracing-scene/src/acceleration_structure/triangle_bvh.rs
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@ -0,0 +1,222 @@
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use ray_tracing_core::prelude::*;
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use crate::util::triangle_normal;
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use super::AccelerationStructure;
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type Index = u32;
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#[derive(Debug, Clone)]
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pub struct TriangleBVH<T> {
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vertices: Vec<Pos3>,
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triangles: Vec<Triangle<T>>,
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bvh: Vec<Node>,
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}
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#[derive(Debug, Clone, Copy)]
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enum Node {
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Inner {
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left: Index,
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left_aabb: AABB,
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right: Index,
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right_aabb: AABB,
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},
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Leaf {
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start: Index,
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count: Index,
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},
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}
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#[derive(Debug, Clone, Copy)]
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pub struct Triangle<T> {
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pub vertices: [Index; 3],
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pub data: T,
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}
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impl<T> Triangle<T> {
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pub fn new(vertices: [Index; 3], data: T) -> Self {
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Self { vertices, data }
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}
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}
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impl<T: Copy> TriangleBVH<T> {
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pub fn new(vertices: Vec<Pos3>, mut triangles: Vec<Triangle<T>>) -> Self {
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let mut bvh = vec![Node::Leaf {
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start: 0,
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count: triangles.len() as Index,
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}];
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let aabb = Self::calculate_aabb(&vertices, &triangles);
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Self::build_bvh(&vertices, &mut triangles, &mut bvh, 0, aabb);
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Self {
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vertices,
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triangles,
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bvh,
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}
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}
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fn calculate_aabb(vertices: &[Pos3], triangles: &[Triangle<T>]) -> AABB {
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let mut aabb = AABB::new(
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vertices[triangles[0].vertices[0] as usize],
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vertices[triangles[0].vertices[1] as usize],
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);
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aabb = aabb.extend(vertices[triangles[0].vertices[2] as usize]);
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for t in triangles.iter().skip(1) {
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for v in t.vertices {
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aabb = aabb.extend(vertices[v as usize]);
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}
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}
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aabb
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}
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fn build_bvh(
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vertices: &[Pos3],
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triangles: &mut [Triangle<T>],
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bvh: &mut Vec<Node>,
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node: usize,
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aabb: AABB,
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) {
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let (start, count) = if let Node::Leaf { start, count } = bvh[node] {
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(start, count)
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} else {
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unreachable!()
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};
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if count < 8 {
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return;
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}
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let size = aabb.size();
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let dim = if size.x() > Float::max(size.y(), size.z()) {
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0
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} else if size.y() > Float::max(size.x(), size.z()) {
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1
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} else {
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2
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};
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let get_key = |t: &Triangle<T>| {
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t.vertices
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.iter()
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.map(|&v| vertices[v as usize][dim])
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.sum::<Float>()
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/ 3.0
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};
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triangles.sort_by(|a, b| get_key(a).partial_cmp(&get_key(b)).unwrap());
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let (left_range, right_range) = triangles.split_at_mut((count / 2) as usize);
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let left_aabb = Self::calculate_aabb(vertices, left_range);
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let right_aabb = Self::calculate_aabb(vertices, right_range);
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let i = bvh.len() as Index;
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bvh[node] = Node::Inner {
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left: i,
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left_aabb,
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right: i + 1,
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right_aabb,
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};
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bvh.push(Node::Leaf {
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start,
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count: left_range.len() as Index,
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});
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bvh.push(Node::Leaf {
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start: start + left_range.len() as Index,
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count: right_range.len() as Index,
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});
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Self::build_bvh(vertices, left_range, bvh, i as usize, left_aabb);
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Self::build_bvh(vertices, right_range, bvh, i as usize + 1, right_aabb);
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}
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fn intersect_bvh(
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&self,
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node: Index,
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ray: Ray,
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min: Float,
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max: Float,
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) -> Option<(Float, Dir3, T)> {
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match self.bvh[node as usize] {
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Node::Inner {
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left,
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left_aabb,
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right,
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right_aabb,
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} => {
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let left_intersect = left_aabb.intersect_ray(ray, min, max);
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let right_intersect = right_aabb.intersect_ray(ray, min, max);
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match (left_intersect, right_intersect) {
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(None, None) => None,
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(None, Some(_)) => self.intersect_bvh(right, ray, min, max),
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(Some(_), None) => self.intersect_bvh(left, ray, min, max),
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(Some(l), Some(r)) => {
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let close;
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let far;
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if l < r {
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close = left;
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far = right;
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} else {
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close = right;
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far = left;
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}
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if let Some(close_intersect) = self.intersect_bvh(close, ray, min, max) {
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if let Some(far_intersect) = self
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.intersect_bvh(far, ray, min, Float::min(max, close_intersect.0))
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.filter(|far_intersect| far_intersect.0 < close_intersect.0)
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{
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Some(far_intersect)
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} else {
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Some(close_intersect)
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}
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} else {
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self.intersect_bvh(far, ray, min, max)
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}
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}
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}
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}
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Node::Leaf { start, count } => {
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let mut intersection = None;
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for i in start..(start + count) {
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if let Some(t) = crate::util::triangle_intersection(
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ray,
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self.get_vertices(&self.triangles[i as usize]),
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) {
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if min <= t
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&& t <= max
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&& !intersection.is_some_and(|(old_t, _, _)| t > old_t)
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{
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let n = triangle_normal(self.get_vertices(&self.triangles[i as usize]))
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.normalize();
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intersection.replace((t, n, self.triangles[i as usize].data));
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}
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}
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}
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intersection
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}
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}
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}
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fn get_vertices(&self, triangle: &Triangle<T>) -> [Pos3; 3] {
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[
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self.vertices[triangle.vertices[0] as usize],
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self.vertices[triangle.vertices[1] as usize],
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self.vertices[triangle.vertices[2] as usize],
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]
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}
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}
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impl<T: Copy> AccelerationStructure<T> for TriangleBVH<T> {
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fn intersect(&self, ray: Ray, min: Float, max: Float) -> Option<(Float, Dir3, T)> {
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self.intersect_bvh(0, ray, min, max)
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}
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}
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@ -1,7 +1,7 @@
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use rand::Rng;
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use ray_tracing_core::{light::AreaLight, prelude::*, scene::Scene};
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use ray_tracing_material::{diffuse::DiffuseMaterial, mirror::Mirror};
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use std::{cell::OnceCell, fmt::Debug};
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use std::cell::OnceCell;
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use crate::{
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parse_obj::ObjData,
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@ -23,9 +23,14 @@ pub fn example_scenes<R: Rng + Debug + 'static>() -> HashMap<&'static str, Box<d
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"stanford_dragon",
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Box::new(stanford_dragon::StanfordDragon::new()),
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);
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map.insert(
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"stanford_dragon_as",
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Box::new(stanford_dragon_as::StanfordDragon::new()),
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);
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map
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}
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pub mod basic_cornell;
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pub mod cornell2;
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pub mod stanford_dragon;
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pub mod stanford_dragon_as;
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126
ray-tracing-scene/src/examples/stanford_dragon_as.rs
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126
ray-tracing-scene/src/examples/stanford_dragon_as.rs
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use rand::Rng;
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use ray_tracing_core::{light::AreaLight, prelude::*, scene::Scene};
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use ray_tracing_material::{
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microfacet::{BeckmannDistribution, Microfacet},
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oren_nayar::OrenNayar,
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};
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use std::cell::OnceCell;
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use crate::{
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acceleration_structure::{
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triangle_bvh::{Triangle, TriangleBVH},
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ASMaterial, AccelerationStructureScene,
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},
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parse_obj::ObjData,
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};
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use super::ExampleScene;
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pub struct StanfordDragon<R: Rng> {
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scene: OnceCell<AccelerationStructureScene<TriangleBVH<u32>, R>>,
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}
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impl<R: Rng> StanfordDragon<R> {
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pub fn new() -> Self {
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Self {
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scene: OnceCell::new(),
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}
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}
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}
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impl<R: Rng + 'static> ExampleScene<R> for StanfordDragon<R> {
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fn get_scene(&self) -> Box<dyn Scene<R> + Sync> {
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let s = self.scene.get_or_init(|| {
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let obj = ObjData::new("ray-tracing-scene/obj/stanford_dragon.obj").unwrap();
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let mut triangles = obj
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.triangle_faces()
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.map(|t| Triangle::new(t.v, 0))
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.collect::<Vec<_>>();
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let color = Color::new(0.2, 0.2, 0.9);
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let materials = vec![
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ASMaterial::new_material(Microfacet::new(BeckmannDistribution::new(0.01), color)),
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ASMaterial::new_material(OrenNayar::new(0.5, Color::new(0.8, 0.8, 0.8))),
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ASMaterial::new_material(OrenNayar::new(0.5, Color::new(0.9, 0.0, 0.0))),
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ASMaterial::new_material(OrenNayar::new(0.5, Color::new(0.0, 0.9, 0.0))),
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ASMaterial::new_light(AreaLight::new(Color::white() * 30.0)),
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];
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let mut vertices = obj.vertices;
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for v in &mut vertices {
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*v = Pos3::new(v.x(), v.z() + 60.0, -v.y());
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}
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let side_length = 400.0;
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let light_size = 150.0;
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let light_offset = 0.01;
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let offset = vertices.len() as u32;
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vertices.extend_from_slice(&[
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Pos3::new(side_length, 2.0 * side_length, side_length),
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Pos3::new(side_length, 2.0 * side_length, -side_length),
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Pos3::new(side_length, 0.0, side_length),
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Pos3::new(side_length, 0.0, -side_length),
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Pos3::new(-side_length, 2.0 * side_length, side_length),
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Pos3::new(-side_length, 2.0 * side_length, -side_length),
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Pos3::new(-side_length, 0.0, side_length),
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Pos3::new(-side_length, 0.0, -side_length),
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Pos3::new(light_size, 2.0 * side_length - light_offset, light_size),
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Pos3::new(light_size, 2.0 * side_length - light_offset, -light_size),
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Pos3::new(-light_size, 2.0 * side_length - light_offset, light_size),
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Pos3::new(-light_size, 2.0 * side_length - light_offset, -light_size),
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]);
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triangles.extend_from_slice(&[
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Triangle::new([offset, 1 + offset, 2 + offset], 1),
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Triangle::new([1 + offset, 3 + offset, 2 + offset], 1),
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Triangle::new([offset, 4 + offset, 1 + offset], 1),
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Triangle::new([1 + offset, 4 + offset, 5 + offset], 1),
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Triangle::new([2 + offset, 3 + offset, 6 + offset], 1),
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Triangle::new([3 + offset, 7 + offset, 6 + offset], 1),
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Triangle::new([offset, 2 + offset, 4 + offset], 2),
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Triangle::new([6 + offset, 4 + offset, 2 + offset], 2),
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Triangle::new([1 + offset, 5 + offset, 3 + offset], 3),
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Triangle::new([7 + offset, 3 + offset, 5 + offset], 3),
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Triangle::new([8 + offset, 10 + offset, 9 + offset], 4),
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Triangle::new([11 + offset, 9 + offset, 10 + offset], 4),
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]);
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let lights: Vec<_> = triangles
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.iter()
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.filter(|f| materials[f.data as usize].light.is_some())
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.map(|t| {
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(
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t.data as usize,
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[
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vertices[t.vertices[0] as usize],
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vertices[t.vertices[1] as usize],
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vertices[t.vertices[2] as usize],
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||||
],
|
||||
)
|
||||
})
|
||||
.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)
|
||||
}
|
||||
}
|
||||
|
|
@ -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;
|
||||
|
|
|
|||
|
|
@ -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,
|
||||
|
|
|
|||
43
ray-tracing-scene/src/util.rs
Normal file
43
ray-tracing-scene/src/util.rs
Normal file
|
|
@ -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)
|
||||
}
|
||||
Loading…
Add table
Add a link
Reference in a new issue