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bunny_sdf_glass.py
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# Copyright © 2019-2023 HK-SHAO
# GPL-3.0 Licensed: https://github.com/HK-SHAO/RayTracingPBR
import taichi as ti
from taichi.math import *
ti.init(arch=ti.gpu, default_ip=ti.i32, default_fp=ti.f32)
image_resolution = (1920, 1080)
image_buffer = ti.Vector.field(4, float, image_resolution)
image_pixels = ti.Vector.field(3, float, image_resolution)
u_frame = ti.field(int, ())
SCREEN_PIXEL_SIZE = 1.0 / vec2(image_resolution)
PIXEL_RADIUS = 0.5 * min(SCREEN_PIXEL_SIZE.x, SCREEN_PIXEL_SIZE.y)
MIN_DIS = 0.005
MAX_DIS = 2000.0
PRECISION = 0.0001
VISIBILITY = 0.000001
SAMPLE_PER_PIXEL = 512
MAX_RAYMARCH = 2048
MAX_RAYTRACE = 512
SHAPE_NONE = 0
SHAPE_BUNNY = 1
ENV_IOR = 1.000277
aspect_ratio = image_resolution[0] / image_resolution[1]
light_quality = 512.0
camera_exposure = 0.8
camera_vfov = 30
camera_aperture = 0.03
camera_focus = 4
camera_gamma = 2.2
@ti.data_oriented
class Image:
def __init__(self, path: str):
img = ti.tools.imread(path).astype('float32')
self.img = vec3.field(shape=img.shape[:2])
self.img.from_numpy(img / 255)
@ti.func
def texture(self, uv: vec2) -> vec3:
x = int(uv.x * self.img.shape[0])
y = int(uv.y * self.img.shape[1])
return self.img[x, y]
hdr_map = Image('assets/limpopo_golf_course_3k.hdr')
@ti.dataclass
class Ray:
origin: vec3
direction: vec3
color: vec3
@ti.func
def at(r, t: float) -> vec3:
return r.origin + t * r.direction
@ti.dataclass
class Material:
albedo: vec3
emission: vec3
roughness: float
metallic: float
transmission: float
ior: float
@ti.dataclass
class Transform:
position: vec3
rotation: vec3
scale: vec3
@ti.dataclass
class SDFObject:
type: int
distance: float
transform: Transform
material: Material
@ti.dataclass
class HitRecord:
object: SDFObject
position: vec3
hit: bool
@ti.func
def random_in_unit_disk():
x = ti.random()
a = ti.random() * 2 * pi
return sqrt(x) * vec2(sin(a), cos(a))
@ti.dataclass
class Camera:
lookfrom: vec3
lookat: vec3
vup: vec3
vfov: float
aspect: float
aperture: float
focus: float
@ti.func
def get_ray(c, uv: vec2, color: vec3) -> Ray:
theta = radians(c.vfov)
half_height = tan(theta * 0.5)
half_width = c.aspect * half_height
z = normalize(c.lookfrom - c.lookat)
x = normalize(cross(c.vup, z))
y = cross(z, x)
lens_radius = c.aperture * 0.5
rud = lens_radius * random_in_unit_disk()
offset = x * rud.x + y * rud.y
hwfx = half_width * c.focus * x
hhfy = half_height * c.focus * y
lower_left_corner = c.lookfrom - hwfx - hhfy - c.focus * z
horizontal = 2.0 * hwfx
vertical = 2.0 * hhfy
ro = c.lookfrom + offset
po = lower_left_corner + uv.x * horizontal + uv.y * vertical
rd = normalize(po - ro)
return Ray(ro, rd, color)
@ti.func
def angle(a: vec3) -> mat3:
s, c = sin(a), cos(a)
return mat3(vec3( c.z, s.z, 0),
vec3(-s.z, c.z, 0),
vec3( 0, 0, 1)) @ \
mat3(vec3( c.y, 0, -s.y),
vec3( 0, 1, 0),
vec3( s.y, 0, c.y)) @ \
mat3(vec3( 1, 0, 0),
vec3( 0, c.x, s.x),
vec3( 0, -s.x, c.x))
@ti.func
def sd_bunny(p: vec3) -> float: # from https://www.shadertoy.com/view/wtVyWK
# sdf is undefined outside the unit sphere, uncomment to witness the abominations
sd = 0.0
if length(p) > 1.0:
sd = length(p) - 0.8
else:
# neural networks can be really compact... when they want to be
f00=sin(p.y*vec4(-3.02,1.95,-3.42,-.60)+p.z*vec4(3.08,.85,-2.25,-.24)-p.x*vec4(-.29,1.16,-3.74,2.89)+vec4(-.71,4.50,-3.24,-3.50))
f01=sin(p.y*vec4(-.40,-3.61,3.23,-.14)+p.z*vec4(-.36,3.64,-3.91,2.66)-p.x*vec4(2.90,-.54,-2.75,2.71)+vec4(7.02,-5.41,-1.12,-7.41))
f02=sin(p.y*vec4(-1.77,-1.28,-4.29,-3.20)+p.z*vec4(-3.49,-2.81,-.64,2.79)-p.x*vec4(3.15,2.14,-3.85,1.83)+vec4(-2.07,4.49,5.33,-2.17))
f03=sin(p.y*vec4(-.49,.68,3.05,.42)+p.z*vec4(-2.87,.78,3.78,-3.41)-p.x*vec4(-2.65,.33,.07,-.64)+vec4(-3.24,-5.90,1.14,-4.71))
f10=sin(f00@mat4(-.34,.06,-.59,-.76,.10,-.19,-.12,.44,.64,-.02,-.26,.15,-.16,.21,.91,.15)+
f01@mat4(.01,.54,-.77,.11,.06,-.14,.43,.51,-.18,.08,.39,.20,.33,-.49,-.10,.19)+
f02@mat4(.27,.22,.43,.53,.18,-.17,.23,-.64,-.14,.02,-.10,.16,-.13,-.06,-.04,-.36)+
f03@mat4(-.13,.29,-.29,.08,1.13,.02,-.83,.32,-.32,.04,-.31,-.16,.14,-.03,-.20,.39)+
vec4(.73,-4.28,-1.56,-1.80))+f00
f11=sin(f00@mat4(-1.11,.55,-.12,-1.00,.16,.15,-.30,.31,-.01,.01,.31,-.42,-.29,.38,-.04,.71)+
f01@mat4(.96,-.02,.86,.52,-.14,.60,.44,.43,.02,-.15,-.49,-.05,-.06,-.25,-.03,-.22)+
f02@mat4(.52,.44,-.05,-.11,-.56,-.10,-.61,-.40,-.04,.55,.32,-.07,-.02,.28,.26,-.49)+
f03@mat4(.02,-.32,.06,-.17,-.59,.00,-.24,.60,-.06,.13,-.21,-.27,-.12,-.14,.58,-.55)+
vec4(-2.24,-3.48,-.80,1.41))+f01
f12=sin(f00@mat4(.44,-.06,-.79,-.46,.05,-.60,.30,.36,.35,.12,.02,.12,.40,-.26,.63,-.21)+
f01@mat4(-.48,.43,-.73,-.40,.11,-.01,.71,.05,-.25,.25,-.28,-.20,.32,-.02,-.84,.16)+
f02@mat4(.39,-.07,.90,.36,-.38,-.27,-1.86,-.39,.48,-.20,-.05,.10,-.00,-.21,.29,.63)+
f03@mat4(.46,-.32,.06,.09,.72,-.47,.81,.78,.90,.02,-.21,.08,-.16,.22,.32,-.13)+
vec4(3.38,1.20,.84,1.41))+f02
f13=sin(f00@mat4(-.41,-.24,-.71,-.25,-.24,-.75,-.09,.02,-.27,-.42,.02,.03,-.01,.51,-.12,-1.24)+
f01@mat4(.64,.31,-1.36,.61,-.34,.11,.14,.79,.22,-.16,-.29,-.70,.02,-.37,.49,.39)+
f02@mat4(.79,.47,.54,-.47,-1.13,-.35,-1.03,-.22,-.67,-.26,.10,.21,-.07,-.73,-.11,.72)+
f03@mat4(.43,-.23,.13,.09,1.38,-.63,1.57,-.20,.39,-.14,.42,.13,-.57,-.08,-.21,.21)+
vec4(-.34,-3.28,.43,-.52))+f03
f00=sin(f10@mat4(-.72,.23,-.89,.52,.38,.19,-.16,-.88,.26,-.37,.09,.63,.29,-.72,.30,-.95)+
f11@mat4(-.22,-.51,-.42,-.73,-.32,.00,-1.03,1.17,-.20,-.03,-.13,-.16,-.41,.09,.36,-.84)+
f12@mat4(-.21,.01,.33,.47,.05,.20,-.44,-1.04,.13,.12,-.13,.31,.01,-.34,.41,-.34)+
f13@mat4(-.13,-.06,-.39,-.22,.48,.25,.24,-.97,-.34,.14,.42,-.00,-.44,.05,.09,-.95)+
vec4(.48,.87,-.87,-2.06))/1.4+f10
f01=sin(f10@mat4(-.27,.29,-.21,.15,.34,-.23,.85,-.09,-1.15,-.24,-.05,-.25,-.12,-.73,-.17,-.37)+
f11@mat4(-1.11,.35,-.93,-.06,-.79,-.03,-.46,-.37,.60,-.37,-.14,.45,-.03,-.21,.02,.59)+
f12@mat4(-.92,-.17,-.58,-.18,.58,.60,.83,-1.04,-.80,-.16,.23,-.11,.08,.16,.76,.61)+
f13@mat4(.29,.45,.30,.39,-.91,.66,-.35,-.35,.21,.16,-.54,-.63,1.10,-.38,.20,.15)+
vec4(-1.72,-.14,1.92,2.08))/1.4+f11
f02=sin(f10@mat4(1.00,.66,1.30,-.51,.88,.25,-.67,.03,-.68,-.08,-.12,-.14,.46,1.15,.38,-.10)+
f11@mat4(.51,-.57,.41,-.09,.68,-.50,-.04,-1.01,.20,.44,-.60,.46,-.09,-.37,-1.30,.04)+
f12@mat4(.14,.29,-.45,-.06,-.65,.33,-.37,-.95,.71,-.07,1.00,-.60,-1.68,-.20,-.00,-.70)+
f13@mat4(-.31,.69,.56,.13,.95,.36,.56,.59,-.63,.52,-.30,.17,1.23,.72,.95,.75)+
vec4(-.90,-3.26,-.44,-3.11))/1.4+f12
f03=sin(f10@mat4(.51,-.98,-.28,.16,-.22,-.17,-1.03,.22,.70,-.15,.12,.43,.78,.67,-.85,-.25)+
f11@mat4(.81,.60,-.89,.61,-1.03,-.33,.60,-.11,-.06,.01,-.02,-.44,.73,.69,1.02,.62)+
f12@mat4(-.10,.52,.80,-.65,.40,-.75,.47,1.56,.03,.05,.08,.31,-.03,.22,-1.63,.07)+
f13@mat4(-.18,-.07,-1.22,.48,-.01,.56,.07,.15,.24,.25,-.09,-.54,.23,-.08,.20,.36)+
vec4(-1.11,-4.28,1.02,-.23))/1.4+f13
sd = dot(f00,vec4(.09,.12,-.07,-.03))+dot(f01,vec4(-.04,.07,-.08,.05))+dot(f02,vec4(-.01,.06,-.02,.07))+dot(f03,vec4(-.05,.07,.03,.04))-0.16
return sd
@ti.func
def signed_distance(obj: SDFObject, pos: vec3) -> float:
position = obj.transform.position
rotation = obj.transform.rotation
scale = obj.transform.scale
p = angle(radians(rotation)) @ (pos - position)
# Programmatic Animation
t = pi * float(u_frame[None]) / 120.0
p = angle(vec3(0, 0, t)) @ p
p += vec3(0, 0, 0.1*sin(t))
obj.distance = sd_bunny(p)
return obj.distance
WORLD_LIST = [
SDFObject(type=SHAPE_BUNNY,
transform=Transform(vec3(0, 0, 0), vec3(-90, 0, 0), vec3(1, 1, 1)),
material=Material(vec3(1, 1, 1)*0.9, vec3(1), 0, 0, 1, 1.500))
]
objects_num = len(WORLD_LIST)
objects = SDFObject.field(shape=objects_num)
for i in range(objects_num): objects[i] = WORLD_LIST[i]
@ti.func
def nearest_object(p: vec3) -> SDFObject:
o = objects[0]; o.distance = abs(signed_distance(o, p))
for i in range(1, objects_num):
oi = objects[i]
oi.distance = abs(signed_distance(oi, p))
if oi.distance < o.distance: o = oi
return o
@ti.func
def calc_normal(obj: SDFObject, p: vec3) -> vec3:
e = vec2(1, -1) * PRECISION
return normalize(e.xyy * signed_distance(obj, p + e.xyy) + \
e.yyx * signed_distance(obj, p + e.yyx) + \
e.yxy * signed_distance(obj, p + e.yxy) + \
e.xxx * signed_distance(obj, p + e.xxx) )
@ti.func
def raycast(ray: Ray) -> HitRecord:
record = HitRecord(); t = MIN_DIS
w, s, d, cerr = 0.5, 0.0, 0.0, 1e32
for _ in range(MAX_RAYMARCH):
record.position = ray.at(t)
record.object = nearest_object(record.position)
ld = d; d = record.object.distance
if w > 1.0 and ld + d < s:
s -= w * s; t += s; w = 0.4
continue
err = d / t
if err < cerr: cerr = err
s = w * d; t += s
record.hit = err < PIXEL_RADIUS
if t > MAX_DIS or record.hit: break
return record
@ti.func
def sample_spherical_map(v: vec3) -> vec2:
uv = vec2(atan2(v.z, v.x), asin(v.y))
uv *= vec2(0.5 / pi, 1 / pi)
uv += 0.5
return uv
@ti.func
def sky_color(ray: Ray) -> vec3:
uv = sample_spherical_map(ray.direction)
color = hdr_map.texture(uv) * 1.8
color = pow(color, vec3(camera_gamma))
return color
@ti.func
def fresnel_schlick(NoI: float, F0: float, roughness) -> float:
return mix(mix(pow(abs(1.0 + NoI), 5.0), 1.0, F0), F0, roughness)
@ti.func
def hemispheric_sampling(normal: vec3) -> vec3:
z = 2.0 * ti.random() - 1.0
a = ti.random() * 2.0 * pi
xy = sqrt(1.0 - z*z) * vec2(sin(a), cos(a))
return normalize(normal + vec3(xy, z))
@ti.func
def roughness_sampling(hemispheric_sample: vec3, normal: vec3, roughness: float) -> vec3:
alpha = roughness * roughness
return normalize(mix(normal, hemispheric_sample, alpha))
@ti.func
def ray_surface_interaction(ray: Ray, record: HitRecord) -> Ray:
albedo = record.object.material.albedo
roughness = record.object.material.roughness
metallic = record.object.material.metallic
transmission = record.object.material.transmission
ior = record.object.material.ior
normal = calc_normal(record.object, record.position)
outer = dot(ray.direction, normal) < 0
normal *= 1 if outer else -1
hemispheric_sample = hemispheric_sampling(normal)
roughness_sample = roughness_sampling(hemispheric_sample, normal, roughness)
N = roughness_sample
I = ray.direction
NoI = dot(N, I)
eta = ENV_IOR / ior if outer else ior / ENV_IOR
k = 1.0 - eta * eta * (1.0 - NoI * NoI)
F0 = (eta - 1.0) / (eta + 1.0); F0 *= 2.0*F0
F = fresnel_schlick(NoI, F0, roughness)
if ti.random() < F + metallic or k < 0.0:
ray.direction = I - 2.0 * NoI * N
ray.color *= float(dot(ray.direction, normal) > 0.0)
elif ti.random() < transmission:
ray.direction = eta * I - (sqrt(k) + eta * NoI) * N
else:
ray.direction = hemispheric_sample
ray.color *= albedo
ray.origin = record.position
return ray
@ti.func
def brightness(rgb: vec3) -> float:
return dot(rgb, vec3(0.299, 0.587, 0.114))
@ti.func
def raytrace(ray: Ray) -> Ray:
for i in range(MAX_RAYTRACE):
inv_pdf = exp(float(i) / light_quality)
roulette_prob = 1.0 - (1.0 / inv_pdf)
if ti.random() < roulette_prob:
ray.color *= roulette_prob
break
record = raycast(ray)
if not record.hit:
ray.color *= sky_color(ray)
break
ray = ray_surface_interaction(ray, record)
intensity = brightness(ray.color)
ray.color *= record.object.material.emission
visible = brightness(ray.color)
if intensity < visible or visible < VISIBILITY: break
return ray
ACESInputMat = mat3(
0.59719, 0.35458, 0.04823,
0.07600, 0.90834, 0.01566,
0.02840, 0.13383, 0.83777
)
ACESOutputMat = mat3(
+1.60475, -0.53108, -0.07367,
-0.10208, +1.10813, -0.00605,
-0.00327, -0.07276, +1.07602
)
@ti.func
def RRTAndODTFit(v: vec3) -> vec3:
a = v * (v + 0.0245786) - 0.000090537
b = v * (0.983729 * v + 0.4329510) + 0.238081
return a / b
@ti.func
def ACESFitted(color: vec3) -> vec3:
color = ACESInputMat @ color
color = RRTAndODTFit(color)
color = ACESOutputMat @ color
return clamp(color, 0, 1)
@ti.kernel
def sample(
camera_position: vec3,
camera_lookat: vec3,
camera_up: vec3,
frame: int):
camera = Camera()
camera.lookfrom = camera_position
camera.lookat = camera_lookat
camera.vup = camera_up
camera.aspect = aspect_ratio
camera.vfov = camera_vfov
camera.aperture = camera_aperture
camera.focus = camera_focus
u_frame[None] = frame
for i, j in image_pixels:
coord = vec2(i, j) + vec2(ti.random(), ti.random())
uv = coord * SCREEN_PIXEL_SIZE
ray = raytrace(camera.get_ray(uv, vec3(1)))
image_buffer[i, j] += vec4(ray.color, 1.0)
@ti.kernel
def refresh():
for i, j in image_buffer:
image_buffer[i, j] = vec4(0)
@ti.kernel
def render():
for i, j in image_pixels:
buffer = image_buffer[i, j]
color = buffer.rgb / buffer.a
color *= camera_exposure
color = ACESFitted(color)
color = pow(color, vec3(1.0 / camera_gamma))
image_pixels[i, j] = color
camera = ti.ui.Camera()
camera.position(0, 0, 4)
frame = 0
while True:
refresh()
for i in range(SAMPLE_PER_PIXEL):
sample(
camera.curr_position,
camera.curr_lookat,
camera.curr_up,
frame)
print('frame:', frame, 'sample:', i)
frame += 1
render()
ti.tools.imwrite(image_pixels, 'out/sdf_bunny_glass_' + str(frame) + '.out.png')
if frame > 240:
break