Extract renderer into own packege

This commit is contained in:
hal8174 2024-10-01 14:37:50 +02:00
parent b3fdef8837
commit c517a836ee
24 changed files with 332 additions and 157 deletions

10
Cargo.lock generated
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@ -727,6 +727,7 @@ dependencies = [
"image", "image",
"rand", "rand",
"ray-tracing-core", "ray-tracing-core",
"ray-tracing-renderer",
"ray-tracing-scene", "ray-tracing-scene",
"rayon", "rayon",
] ]
@ -735,7 +736,13 @@ dependencies = [
name = "ray-tracing-material" name = "ray-tracing-material"
version = "0.1.0" version = "0.1.0"
dependencies = [ dependencies = [
"rand", "ray-tracing-core",
]
[[package]]
name = "ray-tracing-renderer"
version = "0.1.0"
dependencies = [
"ray-tracing-core", "ray-tracing-core",
] ]
@ -743,7 +750,6 @@ dependencies = [
name = "ray-tracing-scene" name = "ray-tracing-scene"
version = "0.1.0" version = "0.1.0"
dependencies = [ dependencies = [
"rand",
"ray-tracing-core", "ray-tracing-core",
"ray-tracing-material", "ray-tracing-material",
] ]

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@ -1,4 +1,4 @@
[workspace] [workspace]
members = [ "ray-tracing-core", "ray-tracing-image", "ray-tracing-material", "ray-tracing-scene"] members = [ "ray-tracing-core", "ray-tracing-image", "ray-tracing-material", "ray-tracing-renderer", "ray-tracing-scene"]
resolver = "2" resolver = "2"

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@ -1,5 +1,4 @@
use crate::prelude::*; use crate::prelude::*;
use rand::Rng;
pub trait Camera<R: Rng> { pub trait Camera<R: Rng> {
fn forward(&self, x: u32, y: u32, rng: &mut R) -> Ray; fn forward(&self, x: u32, y: u32, rng: &mut R) -> Ray;

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@ -16,5 +16,6 @@ pub mod prelude {
pub use crate::material::Material; pub use crate::material::Material;
pub use crate::math::*; pub use crate::math::*;
pub use crate::ray::Ray; pub use crate::ray::Ray;
pub use rand::Rng;
pub use std::f32::consts as FloatConsts; pub use std::f32::consts as FloatConsts;
} }

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@ -1,5 +1,4 @@
use crate::prelude::*; use crate::prelude::*;
use rand::Rng;
pub trait Light<R: Rng>: Sync { pub trait Light<R: Rng>: Sync {
fn emit(&self, w_in: Dir3, rng: &mut R) -> Color; fn emit(&self, w_in: Dir3, rng: &mut R) -> Color;

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@ -1,7 +1,31 @@
use crate::prelude::*; use crate::prelude::*;
use rand::Rng;
/// All calculations for the material are done a tangent space of the intersection. /// All calculations for the material are done a tangent space of the intersection.
pub trait Material<R: Rng>: Sync { pub trait Material<R: Rng>: Sync {
fn eval(&self, w_in: Dir3, w_out: Dir3, rng: &mut R) -> Color; fn eval(&self, w_in: Dir3, w_out: Dir3, rng: &mut R) -> Color;
fn sample(&self, w_in: Dir3, rng: &mut R) -> SampleResult {
let w_out = Dir3::sample_cosine_hemisphere(rng);
SampleResult::new(w_out, self.eval(w_in, w_out, rng))
}
}
pub struct SampleResult {
w_out: Dir3,
color: Color,
}
impl SampleResult {
pub fn new(w_out: Dir3, color: Color) -> Self {
Self { w_out, color }
}
pub fn w_out(&self) -> Dir3 {
self.w_out
}
pub fn color(&self) -> Color {
self.color
}
} }

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@ -1,5 +1,4 @@
use crate::prelude::*; use crate::prelude::*;
use rand::Rng;
use std::ops::{Add, Div, Mul, Neg, Sub}; use std::ops::{Add, Div, Mul, Neg, Sub};
#[derive(Debug, Clone, Copy)] #[derive(Debug, Clone, Copy)]
@ -62,15 +61,39 @@ impl Dir3 {
) )
} }
pub fn generate_uniform_hemisphere<R: Rng>(rng: &mut R) -> Self { pub fn sample_uniform_hemisphere<R: Rng>(rng: &mut R) -> Self {
let theta = Float::acos(1.0 - rng.gen::<Float>()); let theta = Float::acos(1.0 - rng.gen::<Float>());
let phi = 2.0 * FloatConsts::PI * rng.gen::<Float>(); let phi = 2.0 * FloatConsts::PI * rng.gen::<Float>();
let r = Float::sin(theta); let r = Float::sin(theta);
Dir3::new(Float::sin(phi) * r, Float::cos(theta), Float::cos(phi) * r) Dir3::new(Float::sin(phi) * r, Float::cos(theta), Float::cos(phi) * r)
} }
pub fn generate_cosine_hemisphere<R: Rng>(rng: &mut R) -> Self { pub fn sample_cosine_hemisphere<R: Rng>(rng: &mut R) -> Self {
todo!() let mut d = Self::sample_disc(rng);
d.y = Float::sqrt(Float::max(0.0, 1.0 - d.x * d.x - d.z * d.z));
d
}
/// https://www.pbr-book.org/3ed-2018/Monte_Carlo_Integration/2D_Sampling_with_Multidimensional_Transformations#ConcentricSampleDisk
pub fn sample_disc<R: Rng>(rng: &mut R) -> Self {
let x = 2.0 * rng.gen::<Float>() - 1.0;
let y = 2.0 * rng.gen::<Float>() - 1.0;
if x == 0.0 && y == 0.0 {
return Self::zero();
}
let r;
let theta;
if x.abs() > y.abs() {
r = x;
theta = FloatConsts::FRAC_PI_4 * (y / x);
} else {
r = y;
theta = FloatConsts::FRAC_PI_2 - FloatConsts::FRAC_PI_4 * (x / y);
}
r * Dir3::new(Float::cos(theta), 0.0, Float::sin(theta))
} }
} }

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@ -1,138 +1,7 @@
use std::marker::PhantomData; use crate::prelude::*;
use crate::{camera::Camera, prelude::*, scene::Scene};
use rand::Rng;
pub trait ClassicalRenderer<R: Rng> { pub trait ClassicalRenderer<R: Rng> {
fn render_pixel(&self, x: u32, y: u32, rng: &mut R) -> Color; fn render_pixel(&self, x: u32, y: u32, rng: &mut R) -> Color;
fn width(&self) -> u32; fn width(&self) -> u32;
fn height(&self) -> u32; fn height(&self) -> u32;
} }
pub struct PathTracer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
scene: S,
camera: C,
rng: PhantomData<R>,
}
impl<S, C, R> PathTracer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
pub fn new(scene: S, camera: C) -> Self {
Self {
scene,
camera,
rng: PhantomData {},
}
}
}
impl<S, C, R> ClassicalRenderer<R> for PathTracer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
fn render_pixel(&self, x: u32, y: u32, rng: &mut R) -> Color {
let mut sum = Color::black();
let mut alpha = Color::white();
let mut r = self.camera.forward(x, y, rng);
let mut count = 0;
while let Some(i) = self.scene.intersect(r, 0.001, Float::INFINITY) {
let frame = i.tangent_frame();
let w_in = frame.to_frame(-r.dir());
let w_out = Dir3::generate_uniform_hemisphere(rng);
if let Some(light) = i.light() {
sum += alpha * light.emit(w_in, rng) * w_out.y();
}
if let Some(material) = i.material() {
alpha *= material.eval(w_in, w_out, rng) * w_out.y();
} else {
return sum;
}
r = Ray::new(r.at(i.t()), frame.to_world(w_out), r.time());
count += 1;
if count > 4 {
break;
}
}
sum
}
fn width(&self) -> u32 {
self.camera.width()
}
fn height(&self) -> u32 {
self.camera.height()
}
}
pub struct DepthRenderer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
scene: S,
camera: C,
rng: PhantomData<R>,
}
impl<S, C, R> DepthRenderer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
pub fn new(scene: S, camera: C) -> Self {
Self {
scene,
camera,
rng: PhantomData {},
}
}
}
impl<S, C, R> ClassicalRenderer<R> for DepthRenderer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
fn render_pixel(&self, x: u32, y: u32, rng: &mut R) -> Color {
let r = self.camera.forward(x, y, rng);
if let Some(i) = self.scene.intersect(r, 0.0, Float::INFINITY) {
// Color::gray(1.0 / i.t())
let c = 0.5 * (i.normal() + Dir3::new(1.0, 1.0, 1.0));
// let c = i.normal();
Color::new(c.x, c.y, c.z)
} else {
Color::black()
}
}
fn width(&self) -> u32 {
self.camera.width()
}
fn height(&self) -> u32 {
self.camera.height()
}
}

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@ -1,5 +1,4 @@
use crate::prelude::*; use crate::prelude::*;
use rand::Rng;
pub trait Scene<R: Rng> { pub trait Scene<R: Rng> {
fn intersect(&self, ray: Ray, min: Float, max: Float) -> Option<Intersection<'_, R>>; fn intersect(&self, ray: Ray, min: Float, max: Float) -> Option<Intersection<'_, R>>;

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@ -8,4 +8,5 @@ image = "0.25.2"
rand = { version = "0.8.5", features = ["small_rng"] } rand = { version = "0.8.5", features = ["small_rng"] }
ray-tracing-core = { path = "../ray-tracing-core" } ray-tracing-core = { path = "../ray-tracing-core" }
ray-tracing-scene = { path = "../ray-tracing-scene" } ray-tracing-scene = { path = "../ray-tracing-scene" }
ray-tracing-renderer = { path = "../ray-tracing-renderer" }
rayon = "1.10.0" rayon = "1.10.0"

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@ -1,10 +1,7 @@
use image::{ImageBuffer, ImageResult, Rgb}; use image::{ImageBuffer, ImageResult, Rgb};
use rand::{rngs::SmallRng, SeedableRng}; use rand::{rngs::SmallRng, SeedableRng};
use ray_tracing_core::{ use ray_tracing_core::{camera::BasicCamera, prelude::*, renderer::ClassicalRenderer};
camera::BasicCamera, use ray_tracing_renderer::{path_tracer::PathTracer, path_tracer_importance::PathTracerImportance};
prelude::*,
renderer::{ClassicalRenderer, DepthRenderer, PathTracer},
};
use ray_tracing_scene::{basic_scene::BasicScene, triangle_bvh::examples::cornel}; use ray_tracing_scene::{basic_scene::BasicScene, triangle_bvh::examples::cornel};
use rayon::prelude::*; use rayon::prelude::*;
use std::path::Path; use std::path::Path;
@ -47,7 +44,7 @@ fn main() -> ImageResult<()> {
Float::to_radians(90.0), Float::to_radians(90.0),
); );
let r = PathTracer::new(s, c); let r = PathTracerImportance::new(s, c);
render_image(r, "test.exr", 1048) render_image(r, "test.exr", 1048)
} }

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@ -4,5 +4,4 @@ version = "0.1.0"
edition = "2021" edition = "2021"
[dependencies] [dependencies]
rand = "0.8.5"
ray-tracing-core = { path = "../ray-tracing-core" } ray-tracing-core = { path = "../ray-tracing-core" }

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@ -1,4 +1,3 @@
use rand::Rng;
use ray_tracing_core::prelude::*; use ray_tracing_core::prelude::*;
pub struct DefaultMaterial {} pub struct DefaultMaterial {}

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@ -1,4 +1,3 @@
use rand::Rng;
use ray_tracing_core::prelude::*; use ray_tracing_core::prelude::*;
pub struct DiffuseMaterial { pub struct DiffuseMaterial {

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@ -1,2 +1,4 @@
pub mod default; pub mod default;
pub mod diffuse; pub mod diffuse;
pub mod mirror;

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@ -0,0 +1,23 @@
use ray_tracing_core::prelude::*;
pub struct Mirror {
color: Color,
}
impl Mirror {
pub fn new(color: Color) -> Self {
Self { color }
}
}
impl<R: Rng> Material<R> for Mirror {
fn eval(&self, _w_in: Dir3, _w_out: Dir3, _rng: &mut R) -> Color {
Color::black()
}
fn sample(&self, w_in: Dir3, _rng: &mut R) -> ray_tracing_core::material::SampleResult {
let w_out = (2.0 * Dir3::up() * w_in.y()) - w_in;
ray_tracing_core::material::SampleResult::new(w_out, self.color)
}
}

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@ -0,0 +1,7 @@
[package]
name = "ray-tracing-renderer"
version = "0.1.0"
edition = "2021"
[dependencies]
ray-tracing-core = { path = "../ray-tracing-core" }

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@ -0,0 +1,56 @@
use ray_tracing_core::{camera::Camera, prelude::*, renderer::ClassicalRenderer, scene::Scene};
use std::marker::PhantomData;
pub struct DepthRenderer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
scene: S,
camera: C,
rng: PhantomData<R>,
}
impl<S, C, R> DepthRenderer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
pub fn new(scene: S, camera: C) -> Self {
Self {
scene,
camera,
rng: PhantomData {},
}
}
}
impl<S, C, R> ClassicalRenderer<R> for DepthRenderer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
fn render_pixel(&self, x: u32, y: u32, rng: &mut R) -> Color {
let r = self.camera.forward(x, y, rng);
if let Some(i) = self.scene.intersect(r, 0.0, Float::INFINITY) {
// Color::gray(1.0 / i.t())
let c = 0.5 * (i.normal() + Dir3::new(1.0, 1.0, 1.0));
// let c = i.normal();
Color::new(c.x(), c.y(), c.z())
} else {
Color::black()
}
}
fn width(&self) -> u32 {
self.camera.width()
}
fn height(&self) -> u32 {
self.camera.height()
}
}

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@ -0,0 +1,3 @@
pub mod depth_renderer;
pub mod path_tracer;
pub mod path_tracer_importance;

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@ -0,0 +1,76 @@
use ray_tracing_core::{camera::Camera, prelude::*, renderer::ClassicalRenderer, scene::Scene};
use std::marker::PhantomData;
pub struct PathTracer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
scene: S,
camera: C,
rng: PhantomData<R>,
}
impl<S, C, R> PathTracer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
pub fn new(scene: S, camera: C) -> Self {
Self {
scene,
camera,
rng: PhantomData {},
}
}
}
impl<S, C, R> ClassicalRenderer<R> for PathTracer<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
fn render_pixel(&self, x: u32, y: u32, rng: &mut R) -> Color {
let mut sum = Color::black();
let mut alpha = Color::white();
let mut r = self.camera.forward(x, y, rng);
let mut count = 0;
while let Some(i) = self.scene.intersect(r, 0.001, Float::INFINITY) {
let frame = i.tangent_frame();
let w_in = frame.to_frame(-r.dir());
let w_out = Dir3::sample_uniform_hemisphere(rng);
if let Some(light) = i.light() {
sum += alpha * light.emit(w_in, rng);
}
if let Some(material) = i.material() {
alpha *= material.eval(w_in, w_out, rng) * w_out.y();
} else {
return sum;
}
r = Ray::new(r.at(i.t()), frame.to_world(w_out), r.time());
count += 1;
if count > 4 {
break;
}
}
sum
}
fn width(&self) -> u32 {
self.camera.width()
}
fn height(&self) -> u32 {
self.camera.height()
}
}

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@ -0,0 +1,77 @@
use ray_tracing_core::{camera::Camera, prelude::*, renderer::ClassicalRenderer, scene::Scene};
use std::marker::PhantomData;
pub struct PathTracerImportance<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
scene: S,
camera: C,
rng: PhantomData<R>,
}
impl<S, C, R> PathTracerImportance<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
pub fn new(scene: S, camera: C) -> Self {
Self {
scene,
camera,
rng: PhantomData {},
}
}
}
impl<S, C, R> ClassicalRenderer<R> for PathTracerImportance<S, C, R>
where
S: Scene<R>,
C: Camera<R>,
R: Rng,
{
fn render_pixel(&self, x: u32, y: u32, rng: &mut R) -> Color {
let mut sum = Color::black();
let mut alpha = Color::white();
let mut r = self.camera.forward(x, y, rng);
let mut count = 0;
while let Some(i) = self.scene.intersect(r, 0.001, Float::INFINITY) {
let frame = i.tangent_frame();
let w_in = frame.to_frame(-r.dir());
if let Some(light) = i.light() {
sum += alpha * light.emit(w_in, rng) * w_in.y();
}
let w_out = if let Some(material) = i.material() {
let sample_result = material.sample(w_in, rng);
alpha *= sample_result.color();
sample_result.w_out()
} else {
return sum;
};
r = Ray::new(r.at(i.t()), frame.to_world(w_out), r.time());
count += 1;
if count > 4 {
break;
}
}
sum
}
fn width(&self) -> u32 {
self.camera.width()
}
fn height(&self) -> u32 {
self.camera.height()
}
}

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@ -4,6 +4,5 @@ version = "0.1.0"
edition = "2021" edition = "2021"
[dependencies] [dependencies]
rand = "0.8.5"
ray-tracing-core = { path = "../ray-tracing-core" } ray-tracing-core = { path = "../ray-tracing-core" }
ray-tracing-material = { path = "../ray-tracing-material" } ray-tracing-material = { path = "../ray-tracing-material" }

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@ -1,4 +1,3 @@
use rand::Rng;
use ray_tracing_core::prelude::*; use ray_tracing_core::prelude::*;
use ray_tracing_core::scene::{Intersection, Scene}; use ray_tracing_core::scene::{Intersection, Scene};
use ray_tracing_material::default::DefaultMaterial; use ray_tracing_material::default::DefaultMaterial;
@ -15,6 +14,12 @@ impl BasicScene {
} }
} }
impl Default for BasicScene {
fn default() -> Self {
Self::new()
}
}
impl<R: Rng> Scene<R> for BasicScene { impl<R: Rng> Scene<R> for BasicScene {
fn intersect(&self, ray: Ray, min: Float, max: Float) -> Option<Intersection<'_, R>> { fn intersect(&self, ray: Ray, min: Float, max: Float) -> Option<Intersection<'_, R>> {
let mut intersection: Option<Intersection<'_, R>> = None; let mut intersection: Option<Intersection<'_, R>> = None;

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@ -1,4 +1,3 @@
use rand::Rng;
use ray_tracing_core::{ use ray_tracing_core::{
prelude::*, prelude::*,
scene::{Intersection, Scene}, scene::{Intersection, Scene},
@ -197,14 +196,14 @@ impl<R: Rng> Scene<R> for TriangleBVH<R> {
pub mod examples { pub mod examples {
use super::{BVHMaterial, Triangle, TriangleBVH}; use super::{BVHMaterial, Triangle, TriangleBVH};
use rand::Rng;
use ray_tracing_core::{light::AreaLight, prelude::*}; use ray_tracing_core::{light::AreaLight, prelude::*};
use ray_tracing_material::diffuse::DiffuseMaterial; use ray_tracing_material::{diffuse::DiffuseMaterial, mirror::Mirror};
pub fn cornel<R: Rng>() -> TriangleBVH<R> { pub fn cornel<R: Rng>() -> TriangleBVH<R> {
let side_length = 1.5; let side_length = 1.5;
let light_size = 0.5; let light_size = 0.5;
let light_offset = 0.01; let light_offset = 0.01;
let box_size = 0.3;
TriangleBVH::new( TriangleBVH::new(
vec![ vec![
Pos3::new(side_length, side_length, side_length), Pos3::new(side_length, side_length, side_length),
@ -219,6 +218,11 @@ pub mod examples {
Pos3::new(light_size, side_length - light_offset, -light_size), Pos3::new(light_size, side_length - light_offset, -light_size),
Pos3::new(-light_size, side_length - light_offset, light_size), Pos3::new(-light_size, side_length - light_offset, light_size),
Pos3::new(-light_size, side_length - light_offset, -light_size), Pos3::new(-light_size, side_length - light_offset, -light_size),
Pos3::new(box_size, -side_length, 0.0),
Pos3::new(0.0, -side_length, -box_size),
Pos3::new(-box_size, -side_length, 0.0),
Pos3::new(0.0, -side_length, box_size),
Pos3::new(0.0, box_size - side_length, 0.0),
], ],
vec![ vec![
Triangle::new([0, 1, 2], 0), Triangle::new([0, 1, 2], 0),
@ -233,6 +237,10 @@ pub mod examples {
Triangle::new([7, 3, 5], 2), Triangle::new([7, 3, 5], 2),
Triangle::new([8, 10, 9], 3), Triangle::new([8, 10, 9], 3),
Triangle::new([11, 9, 10], 3), Triangle::new([11, 9, 10], 3),
Triangle::new([12, 13, 16], 4),
Triangle::new([13, 14, 16], 4),
Triangle::new([14, 15, 16], 4),
Triangle::new([15, 12, 16], 4),
], ],
vec![ vec![
BVHMaterial { BVHMaterial {
@ -251,6 +259,10 @@ pub mod examples {
material: None, material: None,
light: Some(Box::new(AreaLight::new(Color::white() * 30.0))), light: Some(Box::new(AreaLight::new(Color::white() * 30.0))),
}, },
BVHMaterial {
material: Some(Box::new(Mirror::new(Color::new(1.0, 1.0, 1.0)))),
light: None,
},
], ],
) )
} }