Implement motion blur
This commit is contained in:
@@ -9,32 +9,76 @@ int main(void) {
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// World.
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// World.
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hittableList world;
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hittableList world;
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auto groundMaterial = make_shared<lambertian>(colour(0.1, 0.0, 0.0));
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// auto groundMaterial = make_shared<lambertian>(colour(0.1, 0.0, 0.0));
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auto centreMaterial = make_shared<lambertian>(colour(0.1, 0.2, 0.5));
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// auto centreMaterial = make_shared<lambertian>(colour(0.1, 0.2, 0.5));
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auto leftMaterial = make_shared<dielectric>(1.50);
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// auto leftMaterial = make_shared<dielectric>(1.50);
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auto bubbleMaterial = make_shared<dielectric>(1.00 / 1.50);
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// auto bubbleMaterial = make_shared<dielectric>(1.00 / 1.50);
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auto rightMaterial = make_shared<metal>(colour(1.0, 0.0, 0.0), 1.0);
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// auto rightMaterial = make_shared<metal>(colour(1.0, 0.0, 0.0), 1.0);
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world.add(make_shared<sphere>(point3( 0.0, -100.5, -1.0), 100.0, groundMaterial));
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// world.add(make_shared<sphere>(point3( 0.0, -100.5, -1.0), 100.0, groundMaterial));
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world.add(make_shared<sphere>(point3( 0.0, 0.0, -1.2), 0.5, centreMaterial));
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// world.add(make_shared<sphere>(point3( 0.0, 0.0, -1.2), 0.5, centreMaterial));
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world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.5, leftMaterial));
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// world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.5, leftMaterial));
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world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.4, bubbleMaterial));
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// world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.4, bubbleMaterial));
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world.add(make_shared<sphere>(point3( 1.0, 0.0, -1.0), 0.5, rightMaterial));
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// world.add(make_shared<sphere>(point3( 1.0, 0.0, -1.0), 0.5, rightMaterial));
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// Code from the book.
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auto ground_material = make_shared<lambertian>(colour(0.5, 0.5, 0.5));
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world.add(make_shared<sphere>(point3(0,-1000,0), 1000, ground_material));
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for (int a = -11; a < 11; a++) {
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for (int b = -11; b < 11; b++) {
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auto choose_mat = randomDouble();
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point3 center(a + 0.9*randomDouble(), 0.2, b + 0.9*randomDouble());
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if ((center - point3(4, 0.2, 0)).length() > 0.9) {
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shared_ptr<material> sphere_material;
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if (choose_mat < 0.8) {
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// diffuse
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auto albedo = colour::random() * colour::random();
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sphere_material = make_shared<lambertian>(albedo);
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world.add(make_shared<sphere>(center, 0.2, sphere_material));
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} else if (choose_mat < 0.95) {
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// metal
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auto albedo = colour::random(0.5, 1);
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auto fuzz = randomDouble(0, 0.5);
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sphere_material = make_shared<metal>(albedo, fuzz);
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world.add(make_shared<sphere>(center, 0.2, sphere_material));
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auto center2 = center + vec3(0, randomDouble(0,.5), 0);
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world.add(make_shared<sphere>(center, center2, 0.2, sphere_material));
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} else {
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// glass
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sphere_material = make_shared<dielectric>(1.5);
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world.add(make_shared<sphere>(center, 0.2, sphere_material));
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}
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}
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}
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}
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auto material1 = make_shared<dielectric>(1.5);
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world.add(make_shared<sphere>(point3(0, 1, 0), 1.0, material1));
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auto material2 = make_shared<lambertian>(colour(0.4, 0.2, 0.1));
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world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
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auto material3 = make_shared<metal>(colour(0.7, 0.6, 0.5), 0.0);
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world.add(make_shared<sphere>(point3(4, 1, 0), 1.0, material3));
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// Camera.
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// Camera.
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camera cam;
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camera cam;
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cam.aspectRatio = 16.0 / 9.0;
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cam.aspectRatio = 16.0 / 9.0;
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cam.imageWidth = 1200;
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cam.imageWidth = 400;
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cam.samplesPerPixel = 500;
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cam.samplesPerPixel = 100;
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cam.maxDepth = 50;
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cam.maxDepth = 50;
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cam.vFieldOfView = 90;
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cam.vFieldOfView = 20;
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cam.lookFrom = point3(-2,2,1);
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cam.lookFrom = point3(13,2,3);
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cam.lookAt = point3(0,0,-1);
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cam.lookAt = point3(0,0,0);
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cam.vUp = vec3(0,1,0);
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cam.vUp = vec3(0,1,0);
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cam.defocusAngle = 0.6;
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cam.defocusAngle = 0.6;
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cam.focusDistance = 3.4;
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cam.focusDistance = 10;
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cam.render(world);
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cam.render(world);
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BIN
build/Raytracer
BIN
build/Raytracer
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4
camera.h
4
camera.h
@@ -99,8 +99,8 @@ class camera {
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auto rayOrigin = (defocusAngle <= 0) ? centre : defocusDiskSample();
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auto rayOrigin = (defocusAngle <= 0) ? centre : defocusDiskSample();
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auto rayDirection = pixelSample - rayOrigin;
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auto rayDirection = pixelSample - rayOrigin;
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auto rayTime = randomDouble();
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return ray(rayOrigin, rayDirection);
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return ray(rayOrigin, rayDirection, rayTime);
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}
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}
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vec3 sampleSquare() const {
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vec3 sampleSquare() const {
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@@ -28,7 +28,7 @@ class lambertian : public material {
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// Catch degenerate scatter direction.
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// Catch degenerate scatter direction.
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if (scatterDirection.nearZero()) scatterDirection = rec.normal;
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if (scatterDirection.nearZero()) scatterDirection = rec.normal;
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scattered = ray(rec.p, scatterDirection);
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scattered = ray(rec.p, scatterDirection, rIn.time());
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attenuation = albedo;
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attenuation = albedo;
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return true;
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return true;
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}
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}
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@@ -45,7 +45,7 @@ class metal : public material {
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bool scatter(const ray& rIn, const hitRecord& rec, colour& attenuation, ray& scattered) const override {
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bool scatter(const ray& rIn, const hitRecord& rec, colour& attenuation, ray& scattered) const override {
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vec3 reflected = reflect(rIn.direction(), rec.normal);
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vec3 reflected = reflect(rIn.direction(), rec.normal);
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reflected = unitVector(reflected) + (fuzz * randomUnitVector());
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reflected = unitVector(reflected) + (fuzz * randomUnitVector());
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scattered = ray(rec.p, reflected);
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scattered = ray(rec.p, reflected, rIn.time());
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attenuation = albedo;
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attenuation = albedo;
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return (dot(scattered.direction(), rec.normal) > 0);
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return (dot(scattered.direction(), rec.normal) > 0);
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}
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}
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@@ -82,7 +82,7 @@ class dielectric : public material {
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direction = refract(unitDirection, rec.normal, ri);
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direction = refract(unitDirection, rec.normal, ri);
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}
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}
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scattered = ray(rec.p, direction);
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scattered = ray(rec.p, direction, rIn.time());
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return true;
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return true;
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}
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}
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};
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};
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7
ray.h
7
ray.h
@@ -7,12 +7,15 @@ class ray {
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private:
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private:
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point3 orig;
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point3 orig;
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vec3 dir;
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vec3 dir;
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double tm;
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public:
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public:
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ray() {}
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ray() {}
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ray(const point3& origin, const vec3& direction) : orig(origin), dir(direction) {}
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ray(const point3& origin, const vec3& direction) : orig(origin), dir(direction) {}
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ray(const point3& origin, const vec3& direction, double time) : orig(origin), dir(direction), tm(time) {}
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const point3& origin() const {
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const point3& origin() const {
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return orig;
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return orig;
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}
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}
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@@ -21,6 +24,10 @@ class ray {
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return dir;
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return dir;
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}
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}
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double time() const {
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return tm;
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}
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point3 at(double t) const {
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point3 at(double t) const {
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return orig + t * dir;
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return orig + t * dir;
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}
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}
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19
sphere.h
19
sphere.h
@@ -6,15 +6,28 @@
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class sphere : public hittable {
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class sphere : public hittable {
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private:
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private:
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point3 centre;
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point3 centre1;
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double radius;
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double radius;
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shared_ptr<material> mat;
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shared_ptr<material> mat;
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bool isMoving;
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vec3 centreVec;
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point3 sphereCentre(double time) const {
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// Linearly interpolate from centre1 to centre2 accoedingf to time, where t=0 yields centre1 and t=1 yields centre2.
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return centre1 + time * centreVec;
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}
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public:
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public:
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sphere(const point3& centre, double radius, shared_ptr<material> mat)
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// Stationary sphere.
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: centre(centre), radius(fmax(0,radius)), mat(mat) {}
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sphere(const point3& centre, double radius, shared_ptr<material> mat) : centre1(centre), radius(fmax(0, radius)), mat(mat), isMoving(false) {}
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// Moving sphere.
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sphere(const point3& centre1, const point3& centre2, double radius, shared_ptr<material> mat) : centre1(centre1), radius(fmax(0, radius)), mat(mat), isMoving(true) {
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centreVec = centre2 - centre1;
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}
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bool hit(const ray& r, interval rayT, hitRecord& rec) const override {
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bool hit(const ray& r, interval rayT, hitRecord& rec) const override {
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point3 centre = isMoving ? sphereCentre(r.time()) : centre1;
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vec3 oc = centre - r.origin();
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vec3 oc = centre - r.origin();
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auto a = r.direction().lengthSquared();
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auto a = r.direction().lengthSquared();
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auto h = dot(r.direction(), oc);
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auto h = dot(r.direction(), oc);
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