Merge branch 'main' of github.com:Smaug123/ray-tracing-fsharp into main

This commit is contained in:
Patrick Stevens
2021-04-18 23:12:03 +01:00
13 changed files with 465 additions and 202 deletions

View File

@@ -55,13 +55,11 @@ module SampleImages =
let camera =
Camera.makeBasic 50 2.0 aspectRatio origin (Vector.make 0.0 0.0 1.0 |> Vector.unitise |> Option.get) (Vector.make 0.0 1.0 0.0)
let pixels = 400
{
Objects =
[|
Hittable.Sphere (Sphere.make (SphereStyle.LightSource { Red = 0uy ; Green = 255uy ; Blue = 255uy }) (Point.make 1.5 0.5 8.0) 0.5)
Hittable.InfinitePlane (InfinitePlane.make (InfinitePlaneStyle.PureReflection (0.5<albedo>, Colour.White)) (Point.make 0.0 -1.0 0.0) (Vector.make 0.0 1.0 0.0 |> Vector.unitise |> Option.get)) // Floor rug
|]
}
[|
Hittable.Sphere (Sphere.make (SphereStyle.LightSource { Red = 0uy ; Green = 255uy ; Blue = 255uy }) (Point.make 1.5 0.5 8.0) 0.5)
Hittable.InfinitePlane (InfinitePlane.make (InfinitePlaneStyle.PureReflection (0.5<albedo>, Colour.White)) (Point.make 0.0 -1.0 0.0) (Vector.make 0.0 1.0 0.0 |> Vector.unitise |> Option.get)) // Floor rug
|]
|> Scene.make
|> Scene.render progressIncrement log (aspectRatio * (float pixels) |> int) pixels camera
let fuzzyPlane (progressIncrement : float<progress> -> unit) (log : string -> unit) : float<progress> * Image =
@@ -71,13 +69,11 @@ module SampleImages =
let camera =
Camera.makeBasic 50 2.0 aspectRatio origin (Vector.make 0.0 0.0 1.0 |> Vector.unitise |> Option.get) (Vector.make 0.0 1.0 0.0)
let pixels = 400
{
Objects =
[|
Hittable.Sphere (Sphere.make (SphereStyle.LightSource { Red = 0uy ; Green = 255uy ; Blue = 255uy }) (Point.make 1.5 0.5 8.0) 0.5)
Hittable.InfinitePlane (InfinitePlane.make (InfinitePlaneStyle.FuzzedReflection (1.0<albedo>, Colour.White, 0.75<fuzz>, random)) (Point.make 0.0 -1.0 0.0) (Vector.make 0.0 1.0 0.0 |> Vector.unitise |> Option.get)) // Floor rug
|]
}
[|
Hittable.Sphere (Sphere.make (SphereStyle.LightSource { Red = 0uy ; Green = 255uy ; Blue = 255uy }) (Point.make 1.5 0.5 8.0) 0.5)
Hittable.InfinitePlane (InfinitePlane.make (InfinitePlaneStyle.FuzzedReflection (1.0<albedo>, Colour.White, 0.75<fuzz>, random)) (Point.make 0.0 -1.0 0.0) (Vector.make 0.0 1.0 0.0 |> Vector.unitise |> Option.get)) // Floor rug
|]
|> Scene.make
|> Scene.render progressIncrement log (aspectRatio * (float pixels) |> int) pixels camera
let spheres (progressIncrement : float<progress> -> unit) (log : string -> unit) : float<progress> * Image =
@@ -89,27 +85,25 @@ module SampleImages =
let camera =
Camera.makeBasic 50 7.0 aspectRatio origin (Vector.make 0.0 0.0 1.0 |> Vector.unitise |> Option.get) (Vector.make 0.0 1.0 0.0)
let pixels = 200
{
Objects =
[|
Hittable.Sphere (Sphere.make (SphereStyle.LambertReflection (0.95<albedo>, { Red = 255uy ; Green = 255uy ; Blue = 0uy }, random1)) (Point.make 0.0 0.0 9.0) 1.0)
Hittable.Sphere (Sphere.make (SphereStyle.PureReflection (1.0<albedo>, { Red = 0uy ; Green = 255uy ; Blue = 255uy })) (Point.make 1.5 0.5 8.0) 0.5)
Hittable.Sphere (Sphere.make (SphereStyle.LightSource { Colour.White with Red = 200uy ; Green = 220uy } ) (Point.make -1.5 1.0 8.0) 0.5)
Hittable.Sphere (Sphere.make (SphereStyle.FuzzedReflection (1.0<albedo>, { Red = 255uy ; Green = 100uy ; Blue = 0uy }, 0.2<fuzz>, random2) ) (Point.make -0.4 1.5 10.0) 0.25)
[|
Hittable.Sphere (Sphere.make (SphereStyle.LambertReflection (0.95<albedo>, { Red = 255uy ; Green = 255uy ; Blue = 0uy }, random1)) (Point.make 0.0 0.0 9.0) 1.0)
Hittable.Sphere (Sphere.make (SphereStyle.PureReflection (1.0<albedo>, { Red = 0uy ; Green = 255uy ; Blue = 255uy })) (Point.make 1.5 0.5 8.0) 0.5)
Hittable.Sphere (Sphere.make (SphereStyle.LightSource { Colour.White with Red = 200uy ; Green = 220uy } ) (Point.make -1.5 1.0 8.0) 0.5)
Hittable.Sphere (Sphere.make (SphereStyle.FuzzedReflection (1.0<albedo>, { Red = 255uy ; Green = 100uy ; Blue = 0uy }, 0.2<fuzz>, random2) ) (Point.make -0.4 1.5 10.0) 0.25)
// Left side mirror
Hittable.InfinitePlane (InfinitePlane.make (InfinitePlaneStyle.PureReflection (0.8<albedo>, Colour.White)) (Point.make 0.0 0.0 12.0) (Vector.make 1.0 0.0 -1.0 |> Vector.unitise |> Option.get))
// Left side mirror
Hittable.InfinitePlane (InfinitePlane.make (InfinitePlaneStyle.PureReflection (0.8<albedo>, Colour.White)) (Point.make 0.0 0.0 12.0) (Vector.make 1.0 0.0 -1.0 |> Vector.unitise |> Option.get))
// Floor rug
Hittable.InfinitePlane (InfinitePlane.make (InfinitePlaneStyle.FuzzedReflection (0.85<albedo>, { Red = 255uy ; Green = 100uy ; Blue = 100uy }, 0.8<fuzz>, random3)) (Point.make 0.0 -1.0 0.0) (Vector.make 0.0 1.0 0.0 |> Vector.unitise |> Option.get))
// Floor rug
Hittable.InfinitePlane (InfinitePlane.make (InfinitePlaneStyle.FuzzedReflection (0.85<albedo>, { Red = 255uy ; Green = 100uy ; Blue = 100uy }, 0.8<fuzz>, random3)) (Point.make 0.0 -1.0 0.0) (Vector.make 0.0 1.0 0.0 |> Vector.unitise |> Option.get))
// Right side mirror
Hittable.InfinitePlane (InfinitePlane.make (InfinitePlaneStyle.PureReflection (0.95<albedo>, Colour.White)) (Point.make 0.0 0.0 12.0) (Vector.make -1.0 0.0 -1.0 |> Vector.unitise |> Option.get))
// Right side mirror
Hittable.InfinitePlane (InfinitePlane.make (InfinitePlaneStyle.PureReflection (0.95<albedo>, Colour.White)) (Point.make 0.0 0.0 12.0) (Vector.make -1.0 0.0 -1.0 |> Vector.unitise |> Option.get))
// Light pad behind us
Hittable.InfinitePlane (InfinitePlane.make (InfinitePlaneStyle.LightSource { Red = 15uy ; Green = 15uy ; Blue = 15uy }) (Point.make 0.0 1.0 -1.0) (Vector.make 0.0 0.0 1.0 |> Vector.unitise |> Option.get))
|]
}
// Light pad behind us
Hittable.InfinitePlane (InfinitePlane.make (InfinitePlaneStyle.LightSource { Red = 15uy ; Green = 15uy ; Blue = 15uy }) (Point.make 0.0 1.0 -1.0) (Vector.make 0.0 0.0 1.0 |> Vector.unitise |> Option.get))
|]
|> Scene.make
|> Scene.render progressIncrement log (aspectRatio * (float pixels) |> int) pixels camera
let insideSphere (progressIncrement : float<progress> -> unit) (log : string -> unit) : float<progress> * Image =
@@ -122,23 +116,20 @@ module SampleImages =
let camera =
Camera.makeBasic 50 7.0 aspectRatio origin (Vector.make 0.0 0.0 1.0 |> Vector.unitise |> Option.get) (Vector.make 0.0 1.0 0.0)
let pixels = 1200
{
Objects =
[|
Hittable.Sphere (Sphere.make (SphereStyle.LambertReflection (0.95<albedo>, { Red = 255uy ; Green = 255uy ; Blue = 0uy }, random1)) (Point.make 0.0 0.0 9.0) 1.0)
Hittable.Sphere (Sphere.make (SphereStyle.PureReflection (1.0<albedo>, { Red = 0uy ; Green = 255uy ; Blue = 255uy })) (Point.make 1.5 0.5 8.0) 0.5)
Hittable.Sphere (Sphere.make (SphereStyle.PureReflection (1.0<albedo>, { Red = 255uy ; Green = 20uy ; Blue = 20uy })) (Point.make -1.8 0.8 8.0) 0.5)
Hittable.Sphere (Sphere.make (SphereStyle.LightSource Colour.White) (Point.make -10.0 8.0 0.0) 9.0)
Hittable.Sphere (Sphere.make (SphereStyle.FuzzedReflection (1.0<albedo>, { Red = 255uy ; Green = 100uy ; Blue = 0uy }, 0.2<fuzz>, random2) ) (Point.make 1.4 1.5 10.0) 0.25)
Hittable.Sphere (Sphere.make (SphereStyle.PureReflection (0.9<albedo>, { Red = 255uy ; Green = 255uy ; Blue = 255uy })) (Point.make 0.0 10.0 20.0) 8.0)
[|
Hittable.Sphere (Sphere.make (SphereStyle.LambertReflection (0.95<albedo>, { Red = 255uy ; Green = 255uy ; Blue = 0uy }, random1)) (Point.make 0.0 0.0 9.0) 1.0)
Hittable.Sphere (Sphere.make (SphereStyle.PureReflection (1.0<albedo>, { Red = 0uy ; Green = 255uy ; Blue = 255uy })) (Point.make 1.5 0.5 8.0) 0.5)
Hittable.Sphere (Sphere.make (SphereStyle.PureReflection (1.0<albedo>, { Red = 255uy ; Green = 20uy ; Blue = 20uy })) (Point.make -1.8 0.8 8.0) 0.5)
Hittable.Sphere (Sphere.make (SphereStyle.LightSource Colour.White) (Point.make -10.0 8.0 0.0) 9.0)
Hittable.Sphere (Sphere.make (SphereStyle.FuzzedReflection (1.0<albedo>, { Red = 255uy ; Green = 100uy ; Blue = 0uy }, 0.2<fuzz>, random2) ) (Point.make 1.4 1.5 10.0) 0.25)
Hittable.Sphere (Sphere.make (SphereStyle.PureReflection (0.9<albedo>, { Red = 255uy ; Green = 255uy ; Blue = 255uy })) (Point.make 0.0 10.0 20.0) 8.0)
Hittable.Sphere (Sphere.make (SphereStyle.FuzzedReflection (0.6<albedo>, { Red = 200uy ; Green = 50uy ; Blue = 255uy }, 0.4<fuzz>, random3)) (Point.make 0.0 -76.0 9.0) 75.0 )
Hittable.Sphere (Sphere.make (SphereStyle.FuzzedReflection (0.4<albedo>, { Red = 200uy ; Green = 200uy ; Blue = 200uy }, 0.0<fuzz>, random4)) (Point.make 0.0 0.0 20.0) 100.0)
// Light pad behind us
Hittable.InfinitePlane (InfinitePlane.make (InfinitePlaneStyle.LightSource { Red = 80uy ; Green = 80uy ; Blue = 150uy }) (Point.make 0.0 0.0 -5.0) (Vector.make 0.0 0.0 1.0 |> Vector.unitise |> Option.get))
|]
}
Hittable.Sphere (Sphere.make (SphereStyle.FuzzedReflection (0.6<albedo>, { Red = 200uy ; Green = 50uy ; Blue = 255uy }, 0.4<fuzz>, random3)) (Point.make 0.0 -76.0 9.0) 75.0 )
Hittable.Sphere (Sphere.make (SphereStyle.FuzzedReflection (0.4<albedo>, { Red = 200uy ; Green = 200uy ; Blue = 200uy }, 0.0<fuzz>, random4)) (Point.make 0.0 0.0 20.0) 100.0)
// Light pad behind us
Hittable.InfinitePlane (InfinitePlane.make (InfinitePlaneStyle.LightSource { Red = 80uy ; Green = 80uy ; Blue = 150uy }) (Point.make 0.0 0.0 -5.0) (Vector.make 0.0 0.0 1.0 |> Vector.unitise |> Option.get))
|]
|> Scene.make
|> Scene.render progressIncrement log (aspectRatio * (float pixels) |> int) pixels camera
let totalRefraction (progressIncrement : float<progress> -> unit) (log : string -> unit) : float<progress> * Image =
@@ -150,23 +141,21 @@ module SampleImages =
let camera =
Camera.makeBasic 50 1.0 aspectRatio origin (Vector.make 0.0 0.0 1.0 |> Vector.unitise |> Option.get) (Vector.make 0.0 1.0 0.0)
let pixels = 300
{
Objects =
[|
// Floor
Hittable.Sphere (Sphere.make (SphereStyle.LambertReflection (0.5<albedo>, { Red = 204uy ; Green = 204uy ; Blue = 0uy }, random1)) (Point.make 0.0 -100.5 1.0) 100.0)
[|
// Floor
Hittable.Sphere (Sphere.make (SphereStyle.LambertReflection (0.5<albedo>, { Red = 204uy ; Green = 204uy ; Blue = 0uy }, random1)) (Point.make 0.0 -100.5 1.0) 100.0)
// Right sphere
Hittable.Sphere (Sphere.make (SphereStyle.PureReflection (1.0<albedo>, { Red = 204uy ; Green = 153uy ; Blue = 51uy })) (Point.make 1.0 0.0 1.0) 0.5)
// Middle sphere
Hittable.Sphere (Sphere.make (SphereStyle.LambertReflection (1.0<albedo>, { Red = 25uy ; Green = 50uy ; Blue = 120uy }, random2)) (Point.make 0.0 0.0 1.0) 0.5)
// Left sphere
Hittable.Sphere (Sphere.make (SphereStyle.Dielectric (1.0<albedo>, Colour.White, 1.5<ior>, 1.0<prob>, random3)) (Point.make -1.0 0.0 1.0) 0.5)
// Right sphere
Hittable.Sphere (Sphere.make (SphereStyle.PureReflection (1.0<albedo>, { Red = 204uy ; Green = 153uy ; Blue = 51uy })) (Point.make 1.0 0.0 1.0) 0.5)
// Middle sphere
Hittable.Sphere (Sphere.make (SphereStyle.LambertReflection (1.0<albedo>, { Red = 25uy ; Green = 50uy ; Blue = 120uy }, random2)) (Point.make 0.0 0.0 1.0) 0.5)
// Left sphere
Hittable.Sphere (Sphere.make (SphereStyle.Dielectric (1.0<albedo>, Colour.White, 1.5<ior>, 1.0<prob>, random3)) (Point.make -1.0 0.0 1.0) 0.5)
// Light around us
Hittable.Sphere (Sphere.make (SphereStyle.LightSource { Red = 80uy ; Green = 80uy ; Blue = 150uy }) (Point.make 0.0 0.0 0.0) 200.0)
|]
}
// Light around us
Hittable.Sphere (Sphere.make (SphereStyle.LightSource { Red = 80uy ; Green = 80uy ; Blue = 150uy }) (Point.make 0.0 0.0 0.0) 200.0)
|]
|> Scene.make
|> Scene.render progressIncrement log (aspectRatio * (float pixels) |> int) pixels camera
let glassSphere (progressIncrement : float<progress> -> unit) (log : string -> unit) : float<progress> * Image =
@@ -178,23 +167,21 @@ module SampleImages =
let camera =
Camera.makeBasic 50 1.0 aspectRatio origin (Vector.make 0.0 0.0 1.0 |> Vector.unitise |> Option.get) (Vector.make 0.0 1.0 0.0)
let pixels = 200
{
Objects =
[|
// Floor
Hittable.Sphere (Sphere.make (SphereStyle.LambertReflection (0.5<albedo>, { Red = 204uy ; Green = 204uy ; Blue = 0uy }, random1)) (Point.make 0.0 -100.5 1.0) 100.0)
[|
// Floor
Hittable.UnboundedSphere (Sphere.make (SphereStyle.LambertReflection (0.5<albedo>, { Red = 204uy ; Green = 204uy ; Blue = 0uy }, random1)) (Point.make 0.0 -100.5 1.0) 100.0)
// Right sphere
Hittable.Sphere (Sphere.make (SphereStyle.PureReflection (1.0<albedo>, { Red = 204uy ; Green = 153uy ; Blue = 51uy })) (Point.make 1.0 0.0 1.0) 0.5)
// Middle sphere
Hittable.Sphere (Sphere.make (SphereStyle.LambertReflection (1.0<albedo>, { Red = 25uy ; Green = 50uy ; Blue = 120uy }, random2)) (Point.make 0.0 0.0 1.0) 0.5)
// Left sphere
Hittable.Sphere (Sphere.make (SphereStyle.Glass (0.9<albedo>, Colour.White, 1.5<ior>, random3)) (Point.make -1.0 0.0 1.0) 0.5)
// Right sphere
Hittable.Sphere (Sphere.make (SphereStyle.PureReflection (1.0<albedo>, { Red = 204uy ; Green = 153uy ; Blue = 51uy })) (Point.make 1.0 0.0 1.0) 0.5)
// Middle sphere
Hittable.Sphere (Sphere.make (SphereStyle.LambertReflection (1.0<albedo>, { Red = 25uy ; Green = 50uy ; Blue = 120uy }, random2)) (Point.make 0.0 0.0 1.0) 0.5)
// Left sphere
Hittable.Sphere (Sphere.make (SphereStyle.Glass (0.9<albedo>, Colour.White, 1.5<ior>, random3)) (Point.make -1.0 0.0 1.0) 0.5)
// Light around us
Hittable.Sphere (Sphere.make (SphereStyle.LightSource { Red = 80uy ; Green = 80uy ; Blue = 150uy }) (Point.make 0.0 0.0 0.0) 200.0)
|]
}
// Light around us
Hittable.UnboundedSphere (Sphere.make (SphereStyle.LightSource { Red = 80uy ; Green = 80uy ; Blue = 150uy }) (Point.make 0.0 0.0 0.0) 200.0)
|]
|> Scene.make
|> Scene.render progressIncrement log (aspectRatio * (float pixels) |> int) pixels camera
let movedCamera (progressIncrement : float<progress> -> unit) (log : string -> unit) : float<progress> * Image =
@@ -207,24 +194,22 @@ module SampleImages =
let camera =
Camera.makeBasic 50 10.0 aspectRatio origin (Point.differenceToThenFrom (Point.make -1.0 0.0 1.0) origin |> Vector.unitise |> Option.get) (Vector.make 0.0 1.0 0.0)
let pixels = 300
{
Objects =
[|
// Floor
Hittable.Sphere (Sphere.make (SphereStyle.LambertReflection (0.5<albedo>, { Red = 204uy ; Green = 204uy ; Blue = 0uy }, random1)) (Point.make 0.0 -100.5 1.0) 100.0)
[|
// Floor
Hittable.Sphere (Sphere.make (SphereStyle.LambertReflection (0.5<albedo>, { Red = 204uy ; Green = 204uy ; Blue = 0uy }, random1)) (Point.make 0.0 -100.5 1.0) 100.0)
// Right sphere
Hittable.Sphere (Sphere.make (SphereStyle.PureReflection (1.0<albedo>, { Red = 204uy ; Green = 153uy ; Blue = 51uy })) (Point.make 1.0 0.0 1.0) 0.5)
// Middle sphere
Hittable.Sphere (Sphere.make (SphereStyle.LambertReflection (1.0<albedo>, { Red = 25uy ; Green = 50uy ; Blue = 120uy }, random2)) (Point.make 0.0 0.0 1.0) 0.5)
// Left sphere
Hittable.Sphere (Sphere.make (SphereStyle.Glass (1.0<albedo>, Colour.White, 1.5<ior>, random3)) (Point.make -1.0 0.0 1.0) 0.5)
Hittable.Sphere (Sphere.make (SphereStyle.Glass (1.0<albedo>, Colour.White, 1.0<ior> / 1.5, random4)) (Point.make -1.0 0.0 1.0) -0.45)
// Right sphere
Hittable.Sphere (Sphere.make (SphereStyle.PureReflection (1.0<albedo>, { Red = 204uy ; Green = 153uy ; Blue = 51uy })) (Point.make 1.0 0.0 1.0) 0.5)
// Middle sphere
Hittable.Sphere (Sphere.make (SphereStyle.LambertReflection (1.0<albedo>, { Red = 25uy ; Green = 50uy ; Blue = 120uy }, random2)) (Point.make 0.0 0.0 1.0) 0.5)
// Left sphere
Hittable.Sphere (Sphere.make (SphereStyle.Glass (1.0<albedo>, Colour.White, 1.5<ior>, random3)) (Point.make -1.0 0.0 1.0) 0.5)
Hittable.Sphere (Sphere.make (SphereStyle.Glass (1.0<albedo>, Colour.White, 1.0<ior> / 1.5, random4)) (Point.make -1.0 0.0 1.0) -0.45)
// Light around us
Hittable.Sphere (Sphere.make (SphereStyle.LightSource { Red = 130uy ; Green = 130uy ; Blue = 200uy }) (Point.make 0.0 0.0 0.0) 200.0)
|]
}
// Light around us
Hittable.Sphere (Sphere.make (SphereStyle.LightSource { Red = 130uy ; Green = 130uy ; Blue = 200uy }) (Point.make 0.0 0.0 0.0) 200.0)
|]
|> Scene.make
|> Scene.render progressIncrement log (aspectRatio * (float pixels) |> int) pixels camera
let randomSpheres (progressIncrement : float<progress> -> unit) (log : string -> unit) : float<progress> * Image =
@@ -247,42 +232,56 @@ module SampleImages =
if Float.compare materialChoice 0.8 = Less then
// diffuse
let albedo = floatProducer.Get () * floatProducer.Get () * 1.0<albedo>
yield Sphere.make (SphereStyle.LambertReflection (albedo, Colour.random rand, floatProducer)) centre 0.2
yield
Sphere.make (SphereStyle.LambertReflection (albedo, Colour.random rand, floatProducer)) centre 0.2
|> Hittable.Sphere
elif Float.compare materialChoice 0.95 = Less then
// metal
let albedo = floatProducer.Get () / 2.0 * 1.0<albedo> + 0.5<albedo>
let fuzz = floatProducer.Get () / 2.0 * 1.0<fuzz>
yield Sphere.make (SphereStyle.FuzzedReflection (albedo, Colour.random rand, fuzz, floatProducer)) centre 0.2
yield
Sphere.make (SphereStyle.FuzzedReflection (albedo, Colour.random rand, fuzz, floatProducer)) centre 0.2
|> Hittable.Sphere
else
// glass
yield Sphere.make (SphereStyle.Glass (1.0<albedo>, Colour.White, 1.5<ior>, floatProducer)) centre 0.2
yield
Sphere.make (SphereStyle.Glass (1.0<albedo>, Colour.White, 1.5<ior>, floatProducer)) centre 0.2
|> Hittable.Sphere
let rand = Random ()
let floatProducer = FloatProducer rand
yield Sphere.make (SphereStyle.Glass (1.0<albedo>, Colour.White, 1.5<ior>, floatProducer)) (Point.make 0.0 1.0 0.0) 1.0
yield
Sphere.make (SphereStyle.Glass (1.0<albedo>, Colour.White, 1.5<ior>, floatProducer)) (Point.make 0.0 1.0 0.0) 1.0
|> Hittable.Sphere
let rand = Random ()
let floatProducer = FloatProducer rand
yield Sphere.make (SphereStyle.LambertReflection (1.0<albedo>, { Red = 80uy ; Green = 40uy ; Blue = 20uy }, floatProducer)) (Point.make -4.0 1.0 0.0) 1.0
yield
Sphere.make (SphereStyle.LambertReflection (1.0<albedo>, { Red = 80uy ; Green = 40uy ; Blue = 20uy }, floatProducer)) (Point.make -4.0 1.0 0.0) 1.0
|> Hittable.Sphere
yield Sphere.make (SphereStyle.PureReflection (1.0<albedo>, { Red = 180uy ; Green = 150uy ; Blue = 128uy })) (Point.make 4.0 1.0 0.0) 1.0
yield
Sphere.make (SphereStyle.PureReflection (1.0<albedo>, { Red = 180uy ; Green = 150uy ; Blue = 128uy })) (Point.make 4.0 1.0 0.0) 1.0
|> Hittable.Sphere
// Ceiling
yield Sphere.make (SphereStyle.LightSource { Colour.White with Red = 200uy ; Green = 200uy }) (Point.make 0.0 0.0 0.0) 2000.0
yield
Sphere.make (SphereStyle.LightSource { Colour.White with Red = 200uy ; Green = 200uy }) (Point.make 0.0 0.0 0.0) 2000.0
|> Hittable.UnboundedSphere
// Floor
let rand = Random ()
let floatProducer = FloatProducer rand
yield Sphere.make (SphereStyle.LambertReflection (0.5<albedo>, Colour.White, floatProducer)) (Point.make 0.0 -1000.0 0.0) 1000.0
yield
Sphere.make (SphereStyle.LambertReflection (0.5<albedo>, Colour.White, floatProducer)) (Point.make 0.0 -1000.0 0.0) 1000.0
|> Hittable.UnboundedSphere
|]
{
Objects = spheres |> Array.map Hittable.Sphere
}
spheres
|> Scene.make
|> Scene.render progressIncrement log (aspectRatio * (float pixels) |> int) pixels camera
let get (s : SampleImages) : (float<progress> -> unit) -> (string -> unit) -> float<progress> * Image =
match s with
| Gradient -> gradient

View File

@@ -14,6 +14,7 @@
<Compile Include="TestPlane.fs" />
<Compile Include="TestSphere.fs" />
<Compile Include="TestRandom.fs" />
<Compile Include="TestBoundingBox.fs" />
</ItemGroup>
<ItemGroup>

View File

@@ -0,0 +1,81 @@
namespace RayTracing.Test
open FsCheck
open RayTracing
open NUnit.Framework
open FsUnitTyped
[<TestFixture>]
module TestBoundingBox =
let delta = 0.00000001
let sort (x1 : float) (x2 : float) =
min x1 x2, if x1 = x2 then x1 + (delta / 2.0) else max x1 x2
[<TestCase true>]
[<TestCase false>]
let ``Bounding box on the left doesn't intersect ray to the right`` (negate : bool) =
let ray =
Ray.make (Point.make ((if negate then (fun x -> -x) else id) delta) 0.0 0.0) (Vector.make (if negate then -1.0 else 1.0) 0.0 0.0 |> Vector.unitise |> Option.get)
let property (x : NormalFloat) (y : NormalFloat) (z : NormalFloat) (x' : NormalFloat) (y' : NormalFloat) (z' : NormalFloat) : bool =
let x1, x2 = sort (if negate then abs x.Get else -abs x.Get) (if negate then abs x'.Get else -abs x'.Get)
let y1, y2 = sort y.Get y'.Get
let z1, z2 = sort z.Get z'.Get
let box = BoundingBox.make (Point.make x1 y1 z1) (Point.make x2 y2 z2)
BoundingBox.hits (BoundingBox.inverseDirections ray) ray box = false
Check.QuickThrowOnFailure property
[<TestCase true>]
[<TestCase false>]
let ``Bounding box on the top doesn't intersect ray to the bottom`` (negate : bool) =
let ray =
Ray.make (Point.make 0.0 ((if negate then (fun x -> -x) else id) delta) 0.0) (Vector.make 0.0 (if negate then -1.0 else 1.0) 0.0 |> Vector.unitise |> Option.get)
let property (x : NormalFloat) (y : NormalFloat) (z : NormalFloat) (x' : NormalFloat) (y' : NormalFloat) (z' : NormalFloat) : bool =
let y1, y2 = sort (if negate then abs y.Get else -abs y.Get) (if negate then abs y'.Get else -abs y'.Get)
let x1, x2 = sort x.Get x'.Get
let z1, z2 = sort z.Get z'.Get
let box = BoundingBox.make (Point.make x1 y1 z1) (Point.make x2 y2 z2)
BoundingBox.hits (BoundingBox.inverseDirections ray) ray box = false
Check.QuickThrowOnFailure property
[<Test>]
let ``Bounding box forward, ray going backward, case 1`` () =
let ray =
Ray.make (Point.make 0.0 0.0 delta) (Vector.make 0.0 0.0 1.0 |> Vector.unitise |> Option.get)
let z1, z2 = sort (-abs 0.0) (-abs 0.0)
let x1, x2 = sort 0.0 0.0
let y1, y2 = sort 0.0 1.0
let box = BoundingBox.make (Point.make x1 y1 z1) (Point.make x2 y2 z2)
let result = BoundingBox.hits (BoundingBox.inverseDirections ray) ray box
result |> shouldEqual false
[<TestCase true>]
[<TestCase false>]
let ``Bounding box forward doesn't intersect ray going backward`` (negate : bool) =
let ray =
Ray.make (Point.make 0.0 0.0 ((if negate then (fun x -> -x) else id) delta)) (Vector.make 0.0 0.0 (if negate then -1.0 else 1.0) |> Vector.unitise |> Option.get)
let property (x : NormalFloat) (y : NormalFloat) (z : NormalFloat) (x' : NormalFloat) (y' : NormalFloat) (z' : NormalFloat) : bool =
let z1, z2 = sort (if negate then abs z.Get else -abs z.Get) (if negate then abs z'.Get else -abs z'.Get)
let x1, x2 = sort x.Get x'.Get
let y1, y2 = sort y.Get y'.Get
let box = BoundingBox.make (Point.make x1 y1 z1) (Point.make x2 y2 z2)
let result = BoundingBox.hits (BoundingBox.inverseDirections ray) ray box
result = false
Check.QuickThrowOnFailure property
[<Test>]
let ``Bounding box forward does intersect ray going forward`` () =
let ray =
Ray.make (Point.make 0.0 0.0 0.0) (Vector.make 0.0 0.0 1.0 |> Vector.unitise |> Option.get)
let box = BoundingBox.make (Point.make -1.0 -1.0 -1.0) (Point.make 1.0 1.0 1.0)
BoundingBox.hits (BoundingBox.inverseDirections ray) ray box |> shouldEqual true

99
RayTracing/BoundingBox.fs Normal file
View File

@@ -0,0 +1,99 @@
namespace RayTracing
[<Struct ; NoComparison ; NoEquality>]
type BoundingBox =
{
Min : Point
Max : Point
}
[<RequireQualifiedAccess>]
module BoundingBox =
let volume (box : BoundingBox) =
(Point.coordinate 0 box.Max - Point.coordinate 0 box.Min) *
(Point.coordinate 1 box.Max - Point.coordinate 1 box.Min) *
(Point.coordinate 2 box.Max - Point.coordinate 2 box.Min)
let make (min : Point) (max : Point) =
{
Min = min
Max = max
}
let inverseDirections (ray : Ray) =
struct(1.0 / (Ray.vector ray |> UnitVector.coordinate 0), 1.0 / (Ray.vector ray |> UnitVector.coordinate 1), 1.0 / (Ray.vector ray |> UnitVector.coordinate 2))
let hits (struct(invX, invY, invZ)) { Ray.Origin = Point (x, y, z) ; Vector = UnitVector (Vector (dx, dy, dz))} (box : BoundingBox) : bool =
// The line is (x, y, z) + t (dx, dy, dz)
// The line goes through the cuboid iff it passes through the interval in each component:
// there is t such that boxMin.X <= x + t dx <= boxMax.X,
// and moreover the acceptable t brackets all overlap.
// That is,
// boxMin.X - x <= t dx <= boxMax.X - x
let mutable tMin = -infinity
let mutable tMax = infinity
let bailOut =
let mutable t0 = (Point.coordinate 0 box.Min - x) * invX
let mutable t1 = (Point.coordinate 0 box.Max - x) * invX
if invX < 0.0 then
let tmp = t1
t1 <- t0
t0 <- tmp
tMin <- if t0 > tMin then t0 else tMin
tMax <- if t1 < tMax then t1 else tMax
tMax < tMin || 0.0 >= tMax
if bailOut then false else
let bailOut =
let mutable t0 = (Point.coordinate 1 box.Min - y) * invY
let mutable t1 = (Point.coordinate 1 box.Max - y) * invY
if invY < 0.0 then
let tmp = t1
t1 <- t0
t0 <- tmp
tMin <- if t0 > tMin then t0 else tMin
tMax <- if t1 < tMax then t1 else tMax
tMax < tMin || 0.0 >= tMax
if bailOut then false else
let mutable t0 = (Point.coordinate 2 box.Min - z) * invZ
let mutable t1 = (Point.coordinate 2 box.Max - z) * invZ
if invZ < 0.0 then
let tmp = t1
t1 <- t0
t0 <- tmp
tMin <- if t0 > tMin then t0 else tMin
tMax <- if t1 < tMax then t1 else tMax
tMax >= tMin && tMax >= 0.0
let mergeTwo (i : BoundingBox) (j : BoundingBox) : BoundingBox =
{
Min =
Point.make
(min (Point.coordinate 0 i.Min) (Point.coordinate 0 j.Min))
(min (Point.coordinate 1 i.Min) (Point.coordinate 1 j.Min))
(min (Point.coordinate 2 i.Min) (Point.coordinate 2 j.Min))
Max =
Point.make
(max (Point.coordinate 0 i.Max) (Point.coordinate 0 j.Max))
(max (Point.coordinate 1 i.Max) (Point.coordinate 1 j.Max))
(max (Point.coordinate 2 i.Max) (Point.coordinate 2 j.Max))
}
let merge (boxes : BoundingBox []) : BoundingBox option =
if boxes.Length = 0 then None else
boxes
|> Array.reduce mergeTwo
|> Some

View File

@@ -0,0 +1,39 @@
namespace RayTracing
type BoundingBoxTree =
| Leaf of hittable : Hittable * BoundingBox
| Branch of left : BoundingBoxTree * right : BoundingBoxTree * all : BoundingBox
[<RequireQualifiedAccess>]
module BoundingBoxTree =
let make (boxes : (Hittable * BoundingBox) array) : BoundingBoxTree option =
if boxes.Length = 0 then None else
let rec go (boxes : (Hittable * BoundingBox) array) =
let boundAll =
BoundingBox.merge (boxes |> Array.map snd) |> Option.get
if boxes.Length = 1 then Leaf boxes.[0] else
if boxes.Length = 2 then Branch (Leaf boxes.[0], Leaf boxes.[1], boundAll) else
let choices =
Array.init 3 (fun axis ->
let boxes =
boxes
|> Array.sortBy (fun (_, b) -> Point.coordinate axis b.Min)
let leftHalf = boxes.[0..boxes.Length / 2]
let rightHalf = boxes.[(boxes.Length / 2) + 1..]
let leftBound = leftHalf |> Array.map snd |> BoundingBox.merge |> Option.get
let rightBound = rightHalf |> Array.map snd |> BoundingBox.merge |> Option.get
(leftHalf, leftBound), (rightHalf, rightBound)
)
let (leftHalf, _), (rightHalf, _) =
choices
|> Array.minBy (fun ((_, leftBound), (_, rightBound)) ->
(BoundingBox.volume leftBound) + (BoundingBox.volume rightBound)
)
Branch (go leftHalf, go rightHalf, boundAll)
go boxes
|> Some

View File

@@ -23,6 +23,8 @@ type Camera =
FocalLength : float
/// How many samples will we take per pixel, for anti-aliasing?
SamplesPerPixel : int
/// How many bounces before we consider ourselves to have lost track of a light ray?
BounceDepth : int
}
[<RequireQualifiedAccess>]
@@ -53,4 +55,5 @@ module Camera =
ViewportXAxis = xAxis
ViewportYAxis = yAxis
SamplesPerPixel = samplesPerPixel
BounceDepth = 150
}

38
RayTracing/Hittable.fs Normal file
View File

@@ -0,0 +1,38 @@
namespace RayTracing
type Hittable =
| Sphere of Sphere
| UnboundedSphere of Sphere
| InfinitePlane of InfinitePlane
member this.Reflection (incoming : LightRay) (strikePoint : Point) =
match this with
| Sphere s
| UnboundedSphere s -> s.Reflection incoming strikePoint
| InfinitePlane p -> p.Reflection incoming strikePoint
member this.BoundingBox : BoundingBox option =
match this with
| Sphere s -> Sphere.boundingBox s |> Some
| UnboundedSphere _
| InfinitePlane _ -> None
[<RequireQualifiedAccess>]
module Hittable =
let inline boundingBox (h : Hittable) = h.BoundingBox
/// Returns the distance we must walk along this ray before we first hit an object, the
/// colour the resulting light ray is after the interaction, and the new ray.
let hits
(ray : Ray)
(h : Hittable)
: float voption
=
match h with
| UnboundedSphere s
| Sphere s ->
Sphere.firstIntersection s ray
| InfinitePlane plane ->
InfinitePlane.intersection plane ray

View File

@@ -6,12 +6,10 @@ open System.Runtime.CompilerServices
/// We don't let you compare these for equality, because floats are hard.
[<NoEquality ; NoComparison ; Struct ; IsReadOnly>]
type Point =
private
| Point of struct(float * float * float)
[<NoEquality ; NoComparison ; Struct ; IsReadOnly>]
type Vector =
private
| Vector of struct(float * float * float)
[<Struct ; IsReadOnly ; NoEquality ; NoComparison>]
@@ -80,10 +78,22 @@ module UnitVector =
Vector (0.0, 0.0, 1.0) |> UnitVector
|]
let inline coordinate (i : int) (UnitVector (Vector (a, b, c))) : float =
match i with
| 0 -> a
| 1 -> b
| 2 -> c
| _ -> failwithf "Bad coordinate: %i" i
[<RequireQualifiedAccess>]
module Point =
let xCoordinate (Point (x, _, _)) = x
let inline coordinate (i : int) (Point (x, y, z)) =
match i with
| 0 -> x
| 1 -> y
| 2 -> z
| _ -> failwithf "Bad coordinate: %i" i
let sum (Point (a, b, c)) (Point (x, y, z)) : Point =
Point (a + x, b + y, c + z)

View File

@@ -1,11 +1,10 @@
namespace RayTracing
type Ray =
private
{
Origin : Point
Vector : UnitVector
}
{
Origin : Point
Vector : UnitVector
}
[<RequireQualifiedAccess>]
module Ray =
@@ -47,8 +46,8 @@ module Ray =
Float.equal t t3
else false
let vector r = r.Vector
let origin r = r.Origin
let inline vector r = r.Vector
let inline origin r = r.Origin
let flip (r : Ray) =
{

View File

@@ -1,6 +1,12 @@
namespace RayTracing
type Ray
type Ray =
{
/// For performance reasons, this is public, but please don't use it
Origin : Point
/// For performance reasons, this is public, but please don't use it
Vector : UnitVector
}
[<RequireQualifiedAccess>]
module Ray =
@@ -13,7 +19,7 @@ module Ray =
val liesOn : Point -> Ray -> bool
val vector : Ray -> UnitVector
val origin : Ray -> Point
val inline vector : Ray -> UnitVector
val inline origin : Ray -> Point
val flip : Ray -> Ray

View File

@@ -13,10 +13,13 @@
<Compile Include="Ray.fs" />
<Compile Include="Plane.fs" />
<Compile Include="LightRay.fs" />
<Compile Include="BoundingBox.fs" />
<Compile Include="Sphere.fs" />
<Compile Include="InfinitePlane.fs" />
<Compile Include="ImageOutput.fs" />
<Compile Include="Camera.fs" />
<Compile Include="Hittable.fs" />
<Compile Include="BoundingBoxTree.fs" />
<Compile Include="Scene.fs" />
</ItemGroup>

View File

@@ -2,93 +2,79 @@ namespace RayTracing
open System
type Hittable =
| Sphere of Sphere
| InfinitePlane of InfinitePlane
member this.Reflection (incoming : LightRay) (strikePoint : Point) =
match this with
| Sphere s -> s.Reflection incoming strikePoint
| InfinitePlane p -> p.Reflection incoming strikePoint
[<RequireQualifiedAccess>]
module Hittable =
/// Returns the distance we must walk along this ray before we first hit an object, the
/// colour the resulting light ray is after the interaction, and the new ray.
let hits
(ray : Ray)
(h : Hittable)
: float voption
=
match h with
| Sphere s ->
Sphere.firstIntersection s ray
| InfinitePlane plane ->
InfinitePlane.intersection plane ray
type Scene =
{
Objects : Hittable array
}
private
{
UnboundedObjects : Hittable array
BoundingBoxes : BoundingBoxTree option
}
[<RequireQualifiedAccess>]
module Scene =
let make (objects : Hittable array) =
let bounded, unbounded =
objects
|> Array.map (fun h -> h, Hittable.boundingBox h)
|> Array.partition (snd >> Option.isSome)
let bounded = bounded |> Array.map (fun (h, box) -> h, Option.get box)
let unbounded = unbounded |> Array.map fst
let tree =
bounded
|> BoundingBoxTree.make
{
UnboundedObjects = unbounded
BoundingBoxes = tree
}
let rec bestCandidate (inverseDirections : struct(float * float * float)) (ray : Ray) (bestFloat : float) (bestObject : Hittable) (bestLength : float) (box : BoundingBoxTree) : struct(float * Hittable * float) =
match box with
| BoundingBoxTree.Leaf (object, box) ->
if BoundingBox.hits inverseDirections ray box then
match Hittable.hits ray object with
| ValueNone -> struct (bestFloat, bestObject, bestLength)
| ValueSome point ->
let a = point * point
if a < bestFloat then
struct (a, object, point)
else
struct (bestFloat, bestObject, bestLength)
else struct (bestFloat, bestObject, bestLength)
| BoundingBoxTree.Branch (left, right, all) ->
if BoundingBox.hits inverseDirections ray all then
let struct (bestFloat, bestObject, bestLength) = bestCandidate inverseDirections ray bestFloat bestObject bestLength left
bestCandidate inverseDirections ray bestFloat bestObject bestLength right
else struct (bestFloat, bestObject, bestLength)
let hitObject
(s : Scene)
(ray : Ray)
: (int * Point) option
: (Hittable * Point) option
=
let mutable bestIndex = -1
let mutable best = Unchecked.defaultof<_>
let mutable bestLength = nan
let mutable bestFloat = infinity
for i in 0..s.Objects.Length - 1 do
match Hittable.hits ray s.Objects.[i] with
match s.BoundingBoxes with
| None -> ()
| Some boundingBoxes ->
let struct(f, o, l) = bestCandidate (BoundingBox.inverseDirections ray) ray bestFloat best bestLength boundingBoxes
bestFloat <- f
best <- o
bestLength <- l
for i in s.UnboundedObjects do
match Hittable.hits ray i with
| ValueNone -> ()
| ValueSome point ->
let a = point * point
match Float.compare a bestFloat with
| Less ->
if Float.compare a bestFloat = Less then
bestFloat <- a
bestIndex <- i
best <- i
bestLength <- point
| _ -> ()
if Double.IsNaN bestLength then None else
Some (bestIndex, Ray.walkAlong ray bestLength)
let internal traceRayPrinting
(print : string -> unit)
(maxCount : int)
(scene : Scene)
(ray : LightRay)
: Pixel
=
let rec go (bounces : int) (ray : LightRay) : Pixel =
let (Point(x, y, z)) = Ray.origin ray.Ray
let (UnitVector (Vector(a, b, c))) = Ray.vector ray.Ray
print (sprintf "Ray, colour %i,%i,%i\n origin (%f, %f, %f)\n vector (%f, %f, %f)" ray.Colour.Red ray.Colour.Green ray.Colour.Blue x y z a b c)
if bounces > maxCount then Colour.HotPink else
let thingsWeHit = hitObject scene ray.Ray
match thingsWeHit with
| None ->
print ">>> No object collision; black."
// Ray goes off into the distance and is never heard from again
Colour.Black
| Some (objectNumber, strikePoint) ->
let (Point(x, y, z)) = strikePoint
print (sprintf ">>> collided with object %i at (%f, %f, %f)" objectNumber x y z)
let outgoingRay = scene.Objects.[objectNumber].Reflection ray strikePoint
match outgoingRay with
| Absorbs colour ->
print (sprintf ">>> surface absorbs, yielding colour %i,%i,%i" colour.Red colour.Green colour.Blue)
colour
| Continues outgoingRay ->
print ">>> continuing tracing."
go (bounces + 1) outgoingRay
go 0 ray
Some (best, Ray.walkAlong ray bestLength)
let internal traceRay
(maxCount : int)
@@ -106,8 +92,8 @@ module Scene =
| None ->
// Ray goes off into the distance and is never heard from again
Colour.Black
| Some (objectNumber, strikePoint) ->
let outgoingRay = scene.Objects.[objectNumber].Reflection ray strikePoint
| Some (object, strikePoint) ->
let outgoingRay = object.Reflection ray strikePoint
match outgoingRay with
| Absorbs colour ->
colour
@@ -118,7 +104,7 @@ module Scene =
/// Trace a ray to this one pixel, updating the PixelStats with the result.
/// n.b. not thread safe
let private traceOnce (print : string -> unit) (scene : Scene) (rand : FloatProducer) (camera : Camera) (maxWidthCoord : int) (maxHeightCoord : int) row col stats =
let private traceOnce (scene : Scene) (rand : FloatProducer) (camera : Camera) (maxWidthCoord : int) (maxHeightCoord : int) row col stats =
let struct(rand1, rand2) = rand.GetTwo ()
let landingPoint =
((float col + rand1) * camera.ViewportWidth) / float maxWidthCoord
@@ -134,15 +120,10 @@ module Scene =
|> Option.get
// Here we've hardcoded that the eye is emitting white light through a medium with refractance 1.
let result = traceRay 150 scene { Ray = ray ; Colour = Colour.White }
//if result = Colour.HotPink then
// print "hi"
// traceRayPrinting print 150 scene { Ray = ray ; Colour = Colour.White ; Refractance = 1.0<ior> }
// |> ignore
// failwith "Stopping."
let result = traceRay camera.BounceDepth scene { Ray = ray ; Colour = Colour.White }
PixelStats.add result stats
let renderPixel (print : string -> unit) (scene : Scene) (rand : FloatProducer) (camera : Camera) maxWidthCoord maxHeightCoord row col =
let renderPixel (_ : string -> unit) (scene : Scene) (rand : FloatProducer) (camera : Camera) maxWidthCoord maxHeightCoord row col =
// Where does this pixel correspond to, on the imaginary canvas?
// For the early prototype, we'll just take the upper right quadrant
// from the camera.
@@ -151,12 +132,12 @@ module Scene =
let firstTrial = min 5 (camera.SamplesPerPixel / 2)
for _ in 0..firstTrial do
traceOnce print scene rand camera maxWidthCoord maxHeightCoord row col stats
traceOnce scene rand camera maxWidthCoord maxHeightCoord row col stats
let oldMean = PixelStats.mean stats
for _ in 1..firstTrial do
traceOnce print scene rand camera maxWidthCoord maxHeightCoord row col stats
traceOnce scene rand camera maxWidthCoord maxHeightCoord row col stats
let newMean = PixelStats.mean stats
let difference = Pixel.difference newMean oldMean
@@ -168,7 +149,7 @@ module Scene =
else
for _ in 1..(camera.SamplesPerPixel - 2 * firstTrial - 1) do
traceOnce print scene rand camera maxWidthCoord maxHeightCoord row col stats
traceOnce scene rand camera maxWidthCoord maxHeightCoord row col stats
PixelStats.mean stats

View File

@@ -17,6 +17,7 @@ type Sphere =
/// what colour ray does it output and in what direction?
Reflection : LightRay -> Point -> LightDestination
RadiusSquared : float
BoundingBox : BoundingBox
}
type SphereStyle =
@@ -152,9 +153,9 @@ module Sphere =
| SphereStyle.LightSource colour ->
Absorbs (Pixel.combine incomingLight.Colour colour)
| SphereStyle.LightSourceCap colour ->
let circleCentreZCoord = Point.xCoordinate centre
let circleCentreZCoord = Point.coordinate 0 centre
let zCoordLowerBound = circleCentreZCoord + (radius - (radius / 4.0))
let strikeZCoord = Point.xCoordinate strikePoint
let strikeZCoord = Point.coordinate 0 strikePoint
let colour =
match Float.compare strikeZCoord zCoordLowerBound with
| Greater ->
@@ -238,8 +239,11 @@ module Sphere =
Radius = radius
Reflection = reflection style centre radius radiusSquared (Float.compare radius 0.0 = Less)
RadiusSquared = radiusSquared
BoundingBox = BoundingBox.make (Point.sum centre (Point.make -radius -radius -radius)) (Point.sum centre (Point.make radius radius radius))
}
let boundingBox (s : Sphere) = s.BoundingBox
let liesOn (point : Point) (sphere : Sphere) : bool =
liesOn' sphere.Centre sphere.Radius point