void BeginRender() { cout<<"\nBeginning Render..."; float alpha = camera.fov; float l = 1.0; float h = l * tan(alpha/2.0 *(M_PI/180)); float aspectRatio = (float)camera.imgWidth/camera.imgHeight; float s = aspectRatio * h; float dx = (2 * s)/camera.imgWidth; float dy = -(2 * h)/camera.imgHeight; float dxx = dx/2,dyy=dy/2; Point3 K(-s,h,-l); K.x += dxx; K.y += dyy; for(int i = 0; i< camera.imgHeight; i++){ for(int j = 0; j<camera.imgWidth; j++){ K.x += dx; Matrix3 RotMat; Point3 dvec = camera.dir - camera.pos; Point3 svec = camera.up.Cross(dvec); dvec.Normalize(); svec.Normalize(); camera.up.Normalize(); RotMat.Set(svec,camera.up, dvec); Ray r(camera.pos, K); r.dir=r.dir*RotMat; r.dir.Normalize(); HitInfo hInfo; hInfo.Init(); if(rootNode.GetNumChild()>0){ // for(int k=0; k < rootNode.GetNumChild(); ++k){ // RayTrace(rootNode.GetChild(k),r,i * camera.imgWidth + j); // } if(RayTrace_2(r, hInfo)) { renderImage.PutPixel(i *camera.imgWidth+j, white, hInfo.z); } else renderImage.PutPixel(i *camera.imgWidth+j, black, BIGFLOAT); } } K.x = -s; K.x += dxx; K.y += dy; } cout<<"Render Complete"<<endl; renderImage.ComputeZBufferImage(); renderImage.SaveZImage("/Users/varunk/Desktop/RayTracerProj1/RayTracerProj1/zbuffer.ppm"); renderImage.SaveImage("/Users/varunk/Desktop/RayTracerProj1/RayTracerProj1/renderimage.ppm"); }
void RayTrace(Node* node, Ray ray, int PixIndex) { HitInfo hitInfo; hitInfo.node=node; hitInfo.z = 0; bool hitTest = false; Object *obj = node->GetObject(); ray = node->ToNodeCoords(ray); hitTest = obj->IntersectRay(ray, hitInfo); //cout<<"Z: "<<hitInfo.z<<endl; if(hitTest){ renderImage.PutPixel(PixIndex, white, hitInfo.z); return; } else{ if(node->GetNumChild()>0) { for(int i=0;i<node->GetNumChild();i++) { RayTrace(node->GetChild(i),ray,PixIndex); } } } }
void doRender(void* arg){ RenderParams rarg = *((RenderParams *)arg); //cout<<"Do render...."<<endl; bool pixelHit=false; HitInfo hitInfo; hitInfo.Init(); Point2 pixLoc = rarg.pixLocation; Ray r = rarg.ray; int PixIndex = rarg.pixIndex; Color shade(255,255,255); if(rootNode.GetNumChild()>0){ if(RayTrace_2(r, hitInfo)) { pixelHit=true; // cout<<"Shading...."<<endl; shade = hitInfo.node->GetMaterial()->Shade(r, hitInfo, lights, 5); } renderImage.PutPixel(PixIndex, shade, hitInfo.z); } if(!pixelHit){ renderImage.PutPixel(PixIndex, black, BIGFLOAT); } // RenderParams renderArg = giveMeAPixelToRender(); // if(renderArg.renderComplete != 1){ // doRender(&renderArg); // } // }
void doRender(void* arg){ RenderParams rarg = *((RenderParams *)arg); //cout<<"Do render...."<<endl; bool pixelHit=false; HitInfo hitInfo; hitInfo.Init(); Point2 pixLoc = rarg.pixLocation; Cone r = rarg.ray; int PixIndex = rarg.pixIndex; Color shade(0,0,0); vector<Point2> haltonXY; float dx = rarg.PixParams.x; float dy = rarg.PixParams.y; float x=0; float y=0; _f.Normalize(); _s.Normalize(); const float pts[9]={_s.x,_u.x,-_f.x,_s.y,_u.y,-_f.y,_s.z,_u.z,-_f.z}; Matrix3 RotMat; RotMat.Set(pts); for(int i=0; i < MIN_N_SAMPLES; i++){ x = dx * Halton(i+1, H_BASE_1); y = dy * Halton(i+1, H_BASE_2); if(x > dx * 0.5) { x -= dx; } if(y < dy * 0.5) { y -= dy; } x += rarg.K.x; y += rarg.K.y; Point2 sampleLoc = Point2(x,y); haltonXY.push_back(sampleLoc); } vector<Color> shades; if(rootNode.GetNumChild()>0){ for(int i=0; i< MIN_N_SAMPLES;i++){ Point3 sampleDir = Point3(haltonXY.at(i).x, haltonXY.at(i).y, rarg.K.z); int rindex = rand() % MAX_N_SAMPLES; //rindex = i; Point3 randPos = rarg.ConfCirclePts.at(rindex); Cone sampleRay = Cone(randPos, sampleDir); sampleRay.dir = sampleRay.dir * RotMat; sampleRay.dir -= randPos - camera.pos; sampleRay.dir.Normalize(); sampleRay.radius = r.radius; sampleRay.tanAngle = r.tanAngle; r = sampleRay; if(RayTrace_2(r, hitInfo)) { pixelHit=true; shade = hitInfo.node->GetMaterial()->Shade(r, hitInfo, lights, 8); shades.push_back(shade); } hitInfo.Init(); } if(VarianceOverThreshold(shades)){ renderImage.SetSampleCountPixel(PixIndex, 255); hitInfo.Init(); for(int i=MIN_N_SAMPLES; i < MAX_N_SAMPLES; i++){ x = dx * Halton(i+1, H_BASE_1); y = dy * Halton(i+1, H_BASE_2); if(x > dx * 0.5) { x -= dx;} if(y < dy * 0.5) { y -= dy;} x += rarg.K.x; y += rarg.K.y; Point2 sampleLoc = Point2(x,y); haltonXY.push_back(sampleLoc); Point3 sampleDir = Point3(haltonXY.at(i).x, haltonXY.at(i).y, rarg.K.z); int rindex = rand() % MAX_N_SAMPLES; //rindex = i; Point3 randPos = rarg.ConfCirclePts.at(rindex); Cone sampleRay = Cone(randPos, sampleDir); sampleRay.dir = sampleRay.dir * RotMat; sampleRay.dir -= randPos - camera.pos; sampleRay.dir.Normalize(); sampleRay.radius = r.radius; sampleRay.tanAngle = r.tanAngle; r = sampleRay; if(RayTrace_2(r, hitInfo)) { pixelHit=true; shade = hitInfo.node->GetMaterial()->Shade(r, hitInfo, lights, 5); shades.push_back(shade); } hitInfo.Init(); } shade = AverageShades(shades, (int)shades.size()); } else{ shade = AverageShades(shades, (int)shades.size()); renderImage.SetSampleCountPixel(PixIndex, 0); } renderImage.PutPixel(PixIndex, shade, hitInfo.z); } if(!pixelHit){ Point3 uvw(pixLoc.x/ camera.imgWidth,pixLoc.y/camera.imgHeight,0); shade = background.Sample(uvw); renderImage.PutPixel(PixIndex, shade, BIGFLOAT); } pthread_mutex_lock(&setPix_mutex); renderImage.IncrementNumRenderPixel(1); pthread_mutex_unlock(&setPix_mutex); }