Implement motion blur

This commit is contained in:
CJSatnarine
2024-07-03 20:28:58 -04:00
parent 6f88b1cd39
commit e24df2228f
9 changed files with 354015 additions and 803951 deletions

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@@ -9,32 +9,76 @@ int main(void) {
// World. // World.
hittableList world; hittableList world;
auto groundMaterial = make_shared<lambertian>(colour(0.1, 0.0, 0.0)); // auto groundMaterial = make_shared<lambertian>(colour(0.1, 0.0, 0.0));
auto centreMaterial = make_shared<lambertian>(colour(0.1, 0.2, 0.5)); // auto centreMaterial = make_shared<lambertian>(colour(0.1, 0.2, 0.5));
auto leftMaterial = make_shared<dielectric>(1.50); // auto leftMaterial = make_shared<dielectric>(1.50);
auto bubbleMaterial = make_shared<dielectric>(1.00 / 1.50); // auto bubbleMaterial = make_shared<dielectric>(1.00 / 1.50);
auto rightMaterial = make_shared<metal>(colour(1.0, 0.0, 0.0), 1.0); // auto rightMaterial = make_shared<metal>(colour(1.0, 0.0, 0.0), 1.0);
world.add(make_shared<sphere>(point3( 0.0, -100.5, -1.0), 100.0, groundMaterial)); // world.add(make_shared<sphere>(point3( 0.0, -100.5, -1.0), 100.0, groundMaterial));
world.add(make_shared<sphere>(point3( 0.0, 0.0, -1.2), 0.5, centreMaterial)); // world.add(make_shared<sphere>(point3( 0.0, 0.0, -1.2), 0.5, centreMaterial));
world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.5, leftMaterial)); // world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.5, leftMaterial));
world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.4, bubbleMaterial)); // world.add(make_shared<sphere>(point3(-1.0, 0.0, -1.0), 0.4, bubbleMaterial));
world.add(make_shared<sphere>(point3( 1.0, 0.0, -1.0), 0.5, rightMaterial)); // world.add(make_shared<sphere>(point3( 1.0, 0.0, -1.0), 0.5, rightMaterial));
// Code from the book.
auto ground_material = make_shared<lambertian>(colour(0.5, 0.5, 0.5));
world.add(make_shared<sphere>(point3(0,-1000,0), 1000, ground_material));
for (int a = -11; a < 11; a++) {
for (int b = -11; b < 11; b++) {
auto choose_mat = randomDouble();
point3 center(a + 0.9*randomDouble(), 0.2, b + 0.9*randomDouble());
if ((center - point3(4, 0.2, 0)).length() > 0.9) {
shared_ptr<material> sphere_material;
if (choose_mat < 0.8) {
// diffuse
auto albedo = colour::random() * colour::random();
sphere_material = make_shared<lambertian>(albedo);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
} else if (choose_mat < 0.95) {
// metal
auto albedo = colour::random(0.5, 1);
auto fuzz = randomDouble(0, 0.5);
sphere_material = make_shared<metal>(albedo, fuzz);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
auto center2 = center + vec3(0, randomDouble(0,.5), 0);
world.add(make_shared<sphere>(center, center2, 0.2, sphere_material));
} else {
// glass
sphere_material = make_shared<dielectric>(1.5);
world.add(make_shared<sphere>(center, 0.2, sphere_material));
}
}
}
}
auto material1 = make_shared<dielectric>(1.5);
world.add(make_shared<sphere>(point3(0, 1, 0), 1.0, material1));
auto material2 = make_shared<lambertian>(colour(0.4, 0.2, 0.1));
world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));
auto material3 = make_shared<metal>(colour(0.7, 0.6, 0.5), 0.0);
world.add(make_shared<sphere>(point3(4, 1, 0), 1.0, material3));
// Camera. // Camera.
camera cam; camera cam;
cam.aspectRatio = 16.0 / 9.0; cam.aspectRatio = 16.0 / 9.0;
cam.imageWidth = 1200; cam.imageWidth = 400;
cam.samplesPerPixel = 500; cam.samplesPerPixel = 100;
cam.maxDepth = 50; cam.maxDepth = 50;
cam.vFieldOfView = 90; cam.vFieldOfView = 20;
cam.lookFrom = point3(-2,2,1); cam.lookFrom = point3(13,2,3);
cam.lookAt = point3(0,0,-1); cam.lookAt = point3(0,0,0);
cam.vUp = vec3(0,1,0); cam.vUp = vec3(0,1,0);
cam.defocusAngle = 0.6; cam.defocusAngle = 0.6;
cam.focusDistance = 3.4; cam.focusDistance = 10;
cam.render(world); cam.render(world);

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@@ -99,8 +99,8 @@ class camera {
auto rayOrigin = (defocusAngle <= 0) ? centre : defocusDiskSample(); auto rayOrigin = (defocusAngle <= 0) ? centre : defocusDiskSample();
auto rayDirection = pixelSample - rayOrigin; auto rayDirection = pixelSample - rayOrigin;
auto rayTime = randomDouble();
return ray(rayOrigin, rayDirection); return ray(rayOrigin, rayDirection, rayTime);
} }
vec3 sampleSquare() const { vec3 sampleSquare() const {

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@@ -28,7 +28,7 @@ class lambertian : public material {
// Catch degenerate scatter direction. // Catch degenerate scatter direction.
if (scatterDirection.nearZero()) scatterDirection = rec.normal; if (scatterDirection.nearZero()) scatterDirection = rec.normal;
scattered = ray(rec.p, scatterDirection); scattered = ray(rec.p, scatterDirection, rIn.time());
attenuation = albedo; attenuation = albedo;
return true; return true;
} }
@@ -45,7 +45,7 @@ class metal : public material {
bool scatter(const ray& rIn, const hitRecord& rec, colour& attenuation, ray& scattered) const override { bool scatter(const ray& rIn, const hitRecord& rec, colour& attenuation, ray& scattered) const override {
vec3 reflected = reflect(rIn.direction(), rec.normal); vec3 reflected = reflect(rIn.direction(), rec.normal);
reflected = unitVector(reflected) + (fuzz * randomUnitVector()); reflected = unitVector(reflected) + (fuzz * randomUnitVector());
scattered = ray(rec.p, reflected); scattered = ray(rec.p, reflected, rIn.time());
attenuation = albedo; attenuation = albedo;
return (dot(scattered.direction(), rec.normal) > 0); return (dot(scattered.direction(), rec.normal) > 0);
} }
@@ -82,7 +82,7 @@ class dielectric : public material {
direction = refract(unitDirection, rec.normal, ri); direction = refract(unitDirection, rec.normal, ri);
} }
scattered = ray(rec.p, direction); scattered = ray(rec.p, direction, rIn.time());
return true; return true;
} }
}; };

7
ray.h
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@@ -7,12 +7,15 @@ class ray {
private: private:
point3 orig; point3 orig;
vec3 dir; vec3 dir;
double tm;
public: public:
ray() {} ray() {}
ray(const point3& origin, const vec3& direction) : orig(origin), dir(direction) {} ray(const point3& origin, const vec3& direction) : orig(origin), dir(direction) {}
ray(const point3& origin, const vec3& direction, double time) : orig(origin), dir(direction), tm(time) {}
const point3& origin() const { const point3& origin() const {
return orig; return orig;
} }
@@ -21,6 +24,10 @@ class ray {
return dir; return dir;
} }
double time() const {
return tm;
}
point3 at(double t) const { point3 at(double t) const {
return orig + t * dir; return orig + t * dir;
} }

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@@ -6,15 +6,28 @@
class sphere : public hittable { class sphere : public hittable {
private: private:
point3 centre; point3 centre1;
double radius; double radius;
shared_ptr<material> mat; shared_ptr<material> mat;
bool isMoving;
vec3 centreVec;
point3 sphereCentre(double time) const {
// Linearly interpolate from centre1 to centre2 accoedingf to time, where t=0 yields centre1 and t=1 yields centre2.
return centre1 + time * centreVec;
}
public: public:
sphere(const point3& centre, double radius, shared_ptr<material> mat) // Stationary sphere.
: centre(centre), radius(fmax(0,radius)), mat(mat) {} sphere(const point3& centre, double radius, shared_ptr<material> mat) : centre1(centre), radius(fmax(0, radius)), mat(mat), isMoving(false) {}
// Moving sphere.
sphere(const point3& centre1, const point3& centre2, double radius, shared_ptr<material> mat) : centre1(centre1), radius(fmax(0, radius)), mat(mat), isMoving(true) {
centreVec = centre2 - centre1;
}
bool hit(const ray& r, interval rayT, hitRecord& rec) const override { bool hit(const ray& r, interval rayT, hitRecord& rec) const override {
point3 centre = isMoving ? sphereCentre(r.time()) : centre1;
vec3 oc = centre - r.origin(); vec3 oc = centre - r.origin();
auto a = r.direction().lengthSquared(); auto a = r.direction().lengthSquared();
auto h = dot(r.direction(), oc); auto h = dot(r.direction(), oc);