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Very simple ray tracing engine in (almost) pure Python. Depends on NumPy and Matplotlib. Diffuse and specular lighting, simple shadows, reflections, no refraction. Purely sequential algorithm, slow execution.
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import numpy as np | |
import matplotlib.pyplot as plt | |
import sys | |
resolution = 1.5 | |
w = 400*resolution | |
h = 300*resolution | |
def normalize(x): | |
x /= np.linalg.norm(x) | |
return x | |
def intersect_plane(O, D, P, N): | |
# Return the distance from O to the intersection of the ray (O, D) with the | |
# plane (P, N), or +inf if there is no intersection. | |
# O and P are 3D points, D and N (normal) are normalized vectors. | |
denom = np.dot(D, N) | |
if np.abs(denom) < 1e-6: | |
return np.inf | |
d = np.dot(P - O, N) / denom | |
if d < 0: | |
return np.inf | |
return d | |
def intersect_sphere(O, D, S, R): | |
# Return the distance from O to the intersection of the ray (O, D) with the | |
# sphere (S, R), or +inf if there is no intersection. | |
# O and S are 3D points, D (direction) is a normalized vector, R is a scalar. | |
a = np.dot(D, D) | |
OS = O - S | |
b = 2 * np.dot(D, OS) | |
c = np.dot(OS, OS) - R * R | |
disc = b * b - 4 * a * c | |
if disc > 0: | |
distSqrt = np.sqrt(disc) | |
q = (-b - distSqrt) / 2.0 if b < 0 else (-b + distSqrt) / 2.0 | |
t0 = q / a | |
t1 = c / q | |
t0, t1 = min(t0, t1), max(t0, t1) | |
if t1 >= 0: | |
return t1 if t0 < 0 else t0 | |
return np.inf | |
def intersect_triangle(O, D, P, N): | |
#Si ya el plano no intersecciona, pues nada | |
#Le pasamos uno de los puntos del triangulo que esta en el plano | |
#inters es el punto de interseccion | |
inters = intersect_plane(0,D,np.array(P[0]),N); | |
if (inters ==np.inf): | |
return inters | |
#Los vectores de la esquina del triangulo | |
u = np.subtract(P[1],P[0]) | |
v = np.subtract(P[2],P[0]) | |
w0 = O - P[0] | |
a = -np.dot(N,w0) | |
b = np.dot(N,D) | |
r = a / b | |
if (r < 1e-6): | |
return np.inf | |
I = O + r*D | |
uu = np.dot(u,u) | |
uv = np.dot(u,v) | |
vv = np.dot(v,v) | |
w = I - P[0] | |
wu = np.dot(w,u) | |
wv = np.dot(w,v) | |
DD = uv * uv - uu * vv | |
s = (uv * wv - vv * wu) / DD | |
if (s < 1e-6 or s > 1.0): | |
return np.inf | |
t = (uv * wu - uu * wv) / DD | |
if (t < 1e-6 or (s+t) > 1.): | |
return np.inf | |
return 1. | |
def intersect(O, D, obj): | |
if obj['type'] == 'plane': | |
return intersect_plane(O, D, obj['position'], obj['normal']) | |
elif obj['type'] == 'sphere': | |
return intersect_sphere(O, D, obj['position'], obj['radius']) | |
elif obj['type'] == 'triangle': | |
return intersect_triangle(O, D, obj['position'], obj['normal']) | |
def get_normal(obj, M): | |
# Find normal. | |
if obj['type'] == 'sphere': | |
N = normalize(M - obj['position']) | |
elif obj['type'] == 'plane': | |
N = obj['normal'] | |
elif obj['type'] == 'triangle': | |
N = obj['normal'] | |
return N | |
def get_color(obj, M): | |
color = obj['color'] | |
if not hasattr(color, '__len__'): | |
color = color(M) | |
return color | |
def trace_ray(rayO, rayD): | |
# Find first point of intersection with the scene. | |
t = np.inf | |
for i, obj in enumerate(scene): | |
t_obj = intersect(rayO, rayD, obj) | |
if t_obj < t: | |
t, obj_idx = t_obj, i | |
# Return None if the ray does not intersect any object. | |
if t == np.inf: | |
return | |
# Find the object. | |
obj = scene[obj_idx] | |
# Find the point of intersection on the object. | |
M = rayO + rayD * t | |
# Find properties of the object. | |
N = get_normal(obj, M) | |
color = get_color(obj, M) | |
i=0 | |
col_ray = ambient | |
for i in range(len(lights)): | |
toL = normalize(lights[i] - M) | |
toO = normalize(O - M) | |
# Shadow: find if the point is shadowed or not. | |
l = [intersect(M + N * .0001, toL, obj_sh) | |
for k, obj_sh in enumerate(scene) if k != obj_idx] | |
if l and min(l) < np.inf: | |
pass; | |
else: | |
# Start computing the color. | |
#col_ray = ambient | |
# Lambert shading (diffuse). | |
col_ray += obj.get('diffuse_c', diffuse_c) * max(np.dot(N, toL), 0) * color | |
# Blinn-Phong shading (specular). | |
col_ray += obj.get('specular_c', specular_c) * max(np.dot(N, normalize(toL + toO)), 0) ** specular_k * col_lights[i] | |
return obj, M, N, col_ray | |
def add_sphere(position, radius, color): | |
return dict(type='sphere', position=np.array(position), | |
radius=np.array(radius), color=np.array(color), reflection=.5) | |
def add_plane(position, normal): | |
return dict(type='plane', position=np.array(position), | |
normal=np.array(normal), | |
color=lambda M: (color_plane0 | |
if (int(M[0] * 2) % 2) == (int(M[2] * 2) % 2) else color_plane1), | |
diffuse_c=.75, specular_c=.5, reflection=.25) | |
def add_triangle(p1,p2,p3, color): | |
#Hay que pintarlos de menor a mayor | |
#Calculamos la normal al triangulo | |
u = np.subtract(p2,p1) | |
v = np.subtract(p3,p1) | |
#n = -abs(np.cross(u,v)) | |
n = (np.cross(u,v)) | |
#Pongo la normal negativa para que siempre miren hacia delante | |
return dict(type='triangle', position=(p1,p2,p3), | |
color=np.array(color), reflection=.5,normal=n) | |
def add_triangle_concatenate(t,p1,where,color): | |
#annadimos un nuevo triangulo concatenado al otro | |
t1,t2,t3 = t['position']; | |
if (where == 1): | |
pos = (p1,t2,t3) | |
elif (where== 2): | |
pos = (t1,p1,t3) | |
elif (where == 3): | |
pos =(t1,t2,p1) | |
elif (where == -1): | |
pos = (p1,t3,t2) | |
elif (where== -2): | |
pos = (t3,p1,t1) | |
elif (where == -3): | |
pos =(t2,t1,p1) | |
u = np.subtract(pos[1],pos[0]) | |
v = np.subtract(pos[2],pos[1]) | |
#Pongo la normal negativa para que siempre miren hacia delante | |
n = np.cross(u,v) | |
return dict(type='triangle', position=pos, | |
color=np.array(color), reflection=.5,normal=n) | |
# List of objects. | |
color_plane0 = 1. * np.ones(3) | |
color_plane1 = 0. * np.ones(3) | |
if (len(sys.argv)!= 5): | |
print "Usage: -scene [1-4] -lights [1-3]" | |
exit() | |
if (sys.argv[1] == "-scene" and sys.argv[2] == "1"): | |
#Original | |
scene = [add_sphere([.75, .1, 1.], .6, [0., 0., 1.]), | |
add_sphere([-.75, .1, 2.25], .6, [.5, .223, .5]), | |
add_sphere([-2.75, .1, 3.5], .6, [1., .572, .184]), | |
add_plane([0., -.5, 0.], [0., 1., 0.]), | |
] | |
if (sys.argv[1] == "-scene" and sys.argv[2] == "2"): | |
#Triforce | |
t2 = add_triangle([-1.,-0.5,1],[-0.5,0.5,1],[0.,-0.5,1],[1.,0.,0.]) | |
t3 = add_triangle_concatenate(t2,[0.5,0.5,1], -1, [0., 1., 0.]) | |
t4 = add_triangle_concatenate(t3,[1.,-0.5,1], -3, [0., 0., 1.]) | |
t5 = add_triangle_concatenate(t3,[0.,1.5,1], -2, [1., 1., 0.]) | |
scene = [t2, | |
t3, | |
t4, | |
t5, | |
add_plane([0., -.5, 0.], [0., 1., 0.]), | |
] | |
if (sys.argv[1] == "-scene" and sys.argv[2] == "3"): | |
#Triangle too close | |
scene = [ | |
add_sphere([.75, .1, 1.], .6, [0., 0., 1.]), | |
add_sphere([-2.75, .1, 3.5], .6, [1., .572, .184]), | |
add_plane([0., -.5, 0.], [0., 1., 0.]), | |
add_triangle([-0.5,-0.5,-1.5],[0.,0.5,-1.5],[0.5,-0.5,-1.5],[1.,0.,0.]), | |
add_triangle([-1.7,-0.5,1.9],[-1.2,0.5,1.5],[-0.7,-0.5,1.5],[1.,0.,-0.4]), | |
add_triangle([0.5,-0.5,0.5],[1.,0.5,0.5],[1.5,-0.5,0.5],[1.,0.,0.]), | |
] | |
if (sys.argv[1] == "-scene" and sys.argv[2] == "4"): | |
t1 = add_triangle([-1.,-0.5,1.5],[-0.5,0.5,1],[-0.2,-0.5,1],[1.,0.,0.]) | |
t2 = add_triangle_concatenate(t1,[0.,-0.5,1.5], -1, [0., 1., 0.]) | |
t3 = add_triangle([0.5,-0.5,1.5],[1.,0.9,1],[1.,-0.5,1],[1.,1.,0.]) | |
t4 = add_triangle_concatenate(t3,[1.5,-0.5,1.], -1, [0., 1., 1.]) | |
scene = [t1, | |
add_plane([0., -.5, 0.], [0., 1., 0.]), | |
t2, | |
t3, | |
t4, | |
] | |
# Light position and color. | |
#L = np.array([5., 5., -10.]) | |
#color_light = np.array([0.,1.,0.]) | |
if (sys.argv[3] == "-lights" and sys.argv[4] == "1"): | |
#Lights array | |
lights = np.array([[7., 3., -10.]]) | |
#Color lights array | |
col_lights = np.array([[0.,1.,0.]]) | |
if (sys.argv[3] == "-lights" and sys.argv[4] == "2"): | |
#Lights array | |
lights = np.array([[7., 3., -10.],[-8.,7.,-10.,]]) | |
#Color lights array | |
col_lights = np.array([[0.,1.,0.],[1.,0.,0.]]) | |
if (sys.argv[3] == "-lights" and sys.argv[4] == "3"): | |
#Lights array | |
lights = np.array([[7., 3., -10.],[-8.,7.,-10.,],[1.,15.,-3.,]]) | |
#Color lights array | |
col_lights = np.array([[0.,1.,0.],[1.,0.,0.],[0.5,0.5,3.]]) | |
# Default light and material parameters. | |
ambient = .05 | |
diffuse_c = 1. | |
specular_c = 1. | |
specular_k = 50 | |
depth_max = 5 # Maximum number of light reflections. | |
col = np.zeros(3) # Current color. | |
O = np.array([0., 0.35, -1.]) # Camera. | |
Q = np.array([0., 0., 0.]) # Camera pointing to. | |
img = np.zeros((h, w, 3)) | |
r = float(w) / h | |
# Screen coordinates: x0, y0, x1, y1. | |
S = (-1., -1. / r + .25, 1., 1. / r + .25) | |
# Loop through all pixels. | |
for i, x in enumerate(np.linspace(S[0], S[2], w)): | |
if i % 10 == 0: | |
print i / float(w) * 100, "%" | |
for j, y in enumerate(np.linspace(S[1], S[3], h)): | |
col[:] = 0 | |
Q[:2] = (x, y) | |
D = normalize(Q - O) | |
depth = 0 | |
rayO, rayD = O, D | |
reflection = 1. | |
# Loop through initial and secondary rays. | |
while depth < depth_max: | |
traced = trace_ray(rayO, rayD) | |
if not traced: | |
break | |
obj, M, N, col_ray = traced | |
# Reflection: create a new ray. | |
rayO, rayD = M + N * .0001, normalize(rayD - 2 * np.dot(rayD, N) * N) | |
depth += 1 | |
col += reflection * col_ray | |
reflection *= obj.get('reflection', 1.) | |
img[h - j - 1, i, :] = np.clip(col, 0, 1) | |
plt.imsave('fig1.png', img) |
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