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RustでRayTracing(チャプター11-最後まで)
チャプター11はカメラの場所を動かしたときに、どのようにrayへ影響させるかでした。
ベクトルの演算がわかれば、すごく素直な実装だなと思いました。
チャプター12では焦点を合わせるというお話で、非常に勉強になりました。
カメラとかをやってると、理解しやすいのかなと思います。
光をどのように集めるのかで、画像に影響が出るんですね。
チャプター13では、最後に多数の球を置いてのレンダリングでした。
速度を意識せずにコードを作ってたので、レンダリングの時間が43分ぐらいでした。
次は、コードを整理して、どこまで高速化できるのかをやってみたいと思います。
最後のコードをのせておきますね。
use std::fmt;
use rand::{thread_rng, Rng};
use rand::distributions::{Distribution, Standard};
use rand::distributions::uniform::SampleUniform;
use cgmath::prelude::*;
use cgmath::{Vector3, vec3, dot};
type Color = Vector3<i32>;
pub struct HitRecord<'a> {
pub p: Vector3<f64>,
pub normal: Vector3<f64>,
pub mat_ptr: Option<&'a Box<dyn Material>>,
pub t: f64,
pub front_face: bool
}
impl HitRecord<'_> {
pub fn set_face_normal(&mut self, ray: &Ray, outward_normal: Vector3<f64>) {
self.front_face = dot(ray.direction, outward_normal) < 0.0;
self.normal = if self.front_face {
outward_normal
} else {
-outward_normal
}
}
}
pub trait HitTable {
fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option<HitRecord>;
}
pub struct HitTableList {
list: Vec<Box<dyn HitTable>>
}
impl HitTableList {
pub fn new() -> Self {
HitTableList {
list: vec![],
}
}
pub fn push(&mut self, hitable: impl HitTable + 'static) {
self.list.push(Box::new(hitable))
}
pub fn clear(&mut self) {
self.list.clear()
}
}
impl HitTable for HitTableList {
fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option<HitRecord> {
let mut closest_so_far = t_max;
let mut hit_anything: Option<HitRecord> = None;
for h in self.list.iter() {
if let Some(hit) = h.hit(ray, t_min, closest_so_far) {
closest_so_far = hit.t;
hit_anything = Some(hit);
}
}
hit_anything
}
}
pub struct Sphere {
center: Vector3<f64>,
radius: f64,
mat_ptr: Option<Box<dyn Material>>,
}
impl Sphere {
pub fn new(center: Vector3<f64>, radius: f64, mat_ptr: Option<Box<dyn Material>>) -> Self {
Sphere {center, radius, mat_ptr}
}
}
impl HitTable for Sphere {
fn hit(&self, ray: &Ray, t_min: f64, t_max: f64) -> Option<HitRecord> {
let oc = ray.origin - self.center;
let a = length_squared(ray.direction);
let half_b = dot(oc, ray.direction);
let c = length_squared(oc) - self.radius * self.radius;
let discriminant = half_b.powi(2) - a * c;
if discriminant > 0.0 {
let sqrtd = discriminant.sqrt();
// Find the nearest root that lies in the acceptable range.
let mut root = (- half_b - sqrtd) / a;
if root < t_min || t_max < root {
root = (- half_b + sqrtd) / a;
if root < t_min || t_max < root {
return None
}
}
let p = ray.at(root);
let outward_normal = (p - self.center) / self.radius;
// set face normal
let front_face = dot(ray.direction, outward_normal) < 0.0;
let normal = if front_face {outward_normal} else {-outward_normal};
return Some(HitRecord{t: root, p: p, normal: normal, front_face: front_face, mat_ptr: self.mat_ptr.as_ref()});
}
None
}
}
pub struct Camera {
pub origin: Vector3<f64>,
pub horizontal: Vector3<f64>,
pub vertical: Vector3<f64>,
pub lower_left_corner: Vector3<f64>,
pub lens_radius: f64,
pub w: Vector3<f64>,
pub u: Vector3<f64>,
pub v: Vector3<f64>,
}
impl Camera {
pub fn new(lookfrom: Vector3<f64>, lookat: Vector3<f64>, vup: Vector3<f64>, vfov: f64, aspect_ratio: f64, aperture: f64, focus_dist: f64) -> Self {
let theta = vfov.to_radians();
let h = (theta / 2.0).tan();
let viewport_height: f64 = 2.0 * h;
let viewport_width = aspect_ratio * viewport_height;
let w = (lookfrom - lookat).normalize();
let u = vup.cross(w).normalize();
let v = w.cross(u);
let origin: Vector3<f64> = lookfrom;
let horizontal: Vector3<f64> = focus_dist * viewport_width * u;
let vertical: Vector3<f64> = focus_dist * viewport_height * v;
let lower_left_corner = origin - horizontal / 2.0 - vertical / 2.0 - focus_dist * w;
let lens_radius = aperture / 2.0;
Camera {
origin,
horizontal,
vertical,
lower_left_corner,
lens_radius,
w, u, v,
}
}
pub fn get_ray(&self, s: f64, t: f64) -> Ray {
let rd = self.lens_radius * random_in_unit_disk();
let offset = self.u * rd.x + self.v * rd.y;
Ray::new(self.origin + offset, self.lower_left_corner + s * self.horizontal + t * self.vertical - self.origin - offset)
}
}
pub trait Material {
fn scatter(&self, r_in: &Ray, rec: &HitRecord) -> (bool, Vector3<f64>, Ray);
}
pub struct Lambertian {
albedo: Vector3<f64>,
}
impl Lambertian {
pub fn new(albedo: Vector3<f64>) -> Self {
Lambertian{albedo}
}
}
pub struct Metal {
albedo: Vector3<f64>,
fuzz: f64,
}
impl Metal {
pub fn new(albedo: Vector3<f64>, f: f64) -> Self {
Metal{albedo, fuzz: f.min(1.0)}
}
}
impl Material for Metal {
fn scatter(&self, r_in: &Ray, rec: &HitRecord) -> (bool, Vector3<f64>, Ray) {
let reflected = reflect(r_in.direction.normalize(), rec.normal);
let scattered = Ray::new(rec.p, reflected + self.fuzz * random_in_unit_sphere());
(dot(scattered.direction, rec.normal) > 0.0, self.albedo, scattered)
}
}
pub fn reflect(v:Vector3<f64>, n: Vector3<f64>) -> Vector3<f64> {
v - 2.0 * dot(v, n) * n
}
impl Material for Lambertian {
fn scatter(&self, _r_in: &Ray, rec: &HitRecord) -> (bool, Vector3<f64>, Ray) {
let scatter_direction = rec.normal + random_unit_vector();
let scattered = if near_zero(scatter_direction) {
Ray::new(rec.p, rec.normal)
}
else {
Ray::new(rec.p, scatter_direction)
};
(true, self.albedo, scattered)
}
}
pub fn near_zero(v: Vector3<f64>) -> bool {
const s:f64 = 1e-8;
v.x.abs() < s && v.y.abs() < s && v.z.abs() < s
}
pub fn write_color(pixel_color: Vector3<f64>, samples_per_pixel: i32) {
let scale = 1.0 / samples_per_pixel as f64;
let color:Color = pixel_color.map(|e| 256.0 * (e * scale).sqrt().min(0.999).max(0.0)).cast().unwrap();
println!("{} {} {}", color.x, color.y, color.z);
}
pub struct Ray {
pub origin: Vector3<f64>,
pub direction: Vector3<f64>
}
impl Ray {
pub fn new(o:Vector3<f64>, d:Vector3<f64>) -> Self {
Ray{origin: o, direction: d}
}
pub fn at(&self, t: f64) -> Vector3<f64> {
self.origin + self.direction * t
}
}
impl fmt::Debug for Ray {
fn fmt(&self, f: &mut fmt::Formatter) -> fmt::Result {
write!(f, "({:?}, {:?})", self.origin, self.direction)
}
}
fn ray_color(ray: &Ray, world: &dyn HitTable, depth: i32) -> Vector3<f64>
{
const white: Vector3<f64> = vec3(1.0, 1.0, 1.0);
const blue: Vector3<f64> = vec3(0.5, 0.7, 1.0);
if depth <= 0 {
return Vector3::zero();
}
if let Some(hit) = world.hit(ray, 0.001, f64::INFINITY) {
let (cond, a, scattered) = hit.mat_ptr.as_ref().unwrap().scatter(ray, &hit);
if cond {
let n = ray_color(&scattered, world, depth - 1);
return vec3(a.x * n.x, a.y * n.y, a.z *n.z)
}
else {
return Vector3::zero();
}
}
let unit_direction = ray.direction.normalize();
let t = 0.5 * (unit_direction.y + 1f64);
let rgb = white.lerp(blue, t);
return rgb
}
fn length_squared(v: Vector3<f64>) -> f64 {
v.x * v.x + v.y * v.y + v.z * v.z
}
fn hit_sphere(center: Vector3<f64>, radius: f64, ray:&Ray) -> f64 {
let oc = ray.origin - center;
let a = length_squared(ray.direction);
let half_b = dot(oc, ray.direction);
let c = length_squared(oc) - radius * radius;
let discriminant = half_b * half_b - a * c;
if discriminant < 0.0 {
return -1.0;
}
else {
return (- half_b - discriminant.sqrt()) / a;
}
}
fn random_vector3<T>() -> Vector3<T>
where Standard: Distribution<T>
{
vec3(rand::random::<T>(), rand::random::<T>(), rand::random::<T>())
}
fn random_vector3_range<T>(min: T, max: T) -> Vector3<T>
where Standard: Distribution<T>, T: SampleUniform + PartialOrd + Copy
{
let mut rng = thread_rng();
vec3(rng.gen_range(min..max), rng.gen_range(min..max), rng.gen_range(min..max))
}
pub fn random_unit_vector() -> Vector3<f64> {
random_in_unit_sphere().normalize()
}
fn random_in_range(min: f64, max: f64) -> f64 {
let mut rng = thread_rng();
rng.gen_range(min..max)
}
pub fn random_in_hemisphere(normal: Vector3<f64>) -> Vector3<f64> {
let in_unit_sphere = random_in_unit_sphere();
if dot(in_unit_sphere, normal) > 0.0 {
return in_unit_sphere;
}
else {
return - in_unit_sphere;
}
}
fn random_in_unit_sphere() -> Vector3<f64> {
loop {
let p = random_vector3_range(-1.0, 1.0);
if length_squared(p) < 1.0 {
return p;
}
}
}
fn random_in_unit_disk() -> Vector3<f64> {
loop {
let p0 = random_vector3_range(-1.0, 1.0);
let p = vec3(p0.x, p0.y, 0.0);
if length_squared(p) < 1.0 {
return p;
}
}
}
pub fn refract(uv: Vector3<f64>, n: Vector3<f64>, etai_over_etat: f64) -> Vector3<f64> {
let cos_theta = dot(-uv, n);
let r_out_perp = etai_over_etat * (uv + cos_theta * n);
let r_out_parallel = - (1.0 - length_squared(r_out_perp)).abs().sqrt() * n;
return r_out_perp + r_out_parallel;
}
pub struct Dielectric {
ir: f64,
}
impl Dielectric {
pub fn new(ir: f64) -> Self {
Dielectric {ir}
}
fn reflectance(cosine: f64, ref_idx: f64) -> f64 {
let r0 = ((1.0 - ref_idx) / (1.0 + ref_idx)).powi(2);
r0 + (1.0 - r0) * (1.0 - cosine).powi(5)
}
}
impl Material for Dielectric {
fn scatter(&self, r_in: &Ray, rec: &HitRecord) -> (bool, Vector3<f64>, Ray) {
let refraction_ratio = if rec.front_face {
1.0 / self.ir
} else {
self.ir
};
let unit_direction = r_in.direction.normalize();
let cos_theta = dot(-unit_direction, rec.normal).min(1.0);
let sin_theta = (1.0 - cos_theta * cos_theta).sqrt();
let direction = if refraction_ratio * sin_theta > 1.0 || Dielectric::reflectance(cos_theta, refraction_ratio) > rand::random() {
reflect(unit_direction, rec.normal)
} else {
refract(unit_direction, rec.normal, refraction_ratio)
};
let scattered = Ray::new(rec.p, direction);
let attenuation = vec3(1.0, 1.0, 1.0);
(true, attenuation, scattered)
}
}
fn random_scene() -> HitTableList {
let mut world = HitTableList::new();
for a in -11..11 {
for b in -11..11 {
let choose_mat: f64 = rand::random();
let center = vec3(a as f64 + 0.9 * rand::random::<f64>(), 0.2, b as f64 + 0.9 * rand::random::<f64>());
if length_squared(center - vec3(4.0, 0.2, 0.0)).sqrt() > 0.9 {
let sphere_material: Box<dyn Material> = if choose_mat < 0.8 {
let albedo = random_vector3();
Box::new(Lambertian::new(albedo))
} else if choose_mat < 0.95 {
let albedo = random_vector3_range(0.5, 1.0);
let fuzz = random_in_range(0.0, 0.5);
Box::new(Metal::new(albedo, fuzz))
} else {
Box::new(Dielectric::new(1.5))
};
world.push(Sphere::new(center, 0.2, Some(sphere_material)));
}
}
}
let ground_material = Box::new(Lambertian::new(vec3(0.5, 0.5, 0.5)));
world.push(Sphere::new(vec3(0.0, -1000.0, 0.0), 1000.0, Some(ground_material)));
let material1 = Box::new(Dielectric::new(1.5));
world.push(Sphere::new(vec3(0.0, 1.0, 0.0), 1.0, Some(material1)));
let material2 = Box::new(Lambertian::new(vec3(0.4, 0.2, 0.1)));
world.push(Sphere::new(vec3(-4.0, 1.0, 0.0), 1.0, Some(material2)));
let material3 = Box::new(Metal::new(vec3(0.7, 0.6, 0.5), 0.0));
world.push(Sphere::new(vec3(4.0, 1.0, 0.0), 1.0, Some(material3)));
world
}
fn main() {
// Image
const aspect_ratio: f64 = 3.0 / 2.0;
const image_width: i32 = 1200;
const image_height: i32 = (image_width as f64 / aspect_ratio) as i32;
const samples_per_pixel: i32 = 500;
const max_depth: i32 = 50;
// World
let world = random_scene();
// Camera
let lookfrom: Vector3<f64> = vec3(13.0, 2.0, 3.0);
let lookat: Vector3<f64> = vec3(0.0, 0.0, 0.0);
let vup: Vector3<f64> = vec3(0.0, 1.0, 0.0);
let dist_to_focus: f64 = 10.0;
let aperture: f64 = 0.1;
let camera = Camera::new(lookfrom, lookat, vup, 20.0, aspect_ratio, aperture, dist_to_focus);
// Render
println!("P3\n {} {} \n255", image_width, image_height);
for j in (0..image_height).rev() {
for i in 0..image_width {
let mut pixel_color: Vector3<f64> = Vector3::zero();
for s in 0..samples_per_pixel {
let u = (i as f64 + rand::random::<f64>()) / (image_width - 1) as f64;
let v = (j as f64 + rand::random::<f64>()) / (image_height - 1) as f64;
let r = camera.get_ray(u, v);
pixel_color += ray_color(&r, &world, max_depth);
}
write_color(pixel_color, samples_per_pixel);
}
}
}
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