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'# Multi-step Ray Tracer
' Based on Eric Jang's
[JAX implementation](https://github.com/ericjang/pt-jax/blob/master/jaxpt_vmap.ipynb),
described
[here](https://blog.evjang.com/2019/11/jaxpt.html).
import png
import plot
'## Generic Helper Functions
Some of these should probably go in prelude.
def Vec(n:Nat) -> Type = Fin n => Float
def Mat(n:Nat, m:Nat) -> Type = Fin n => Fin m => Float
def relu(x:Float) -> Float = max x 0.0
def length(x: d=>Float) -> Float given (d|Ix) = sqrt $ sum for i:d. sq x[i]
# TODO: make a newtype for normal vectors
def normalize(x: d=>Float) -> d=>Float given (d|Ix) = x / (length x)
def directionAndLength(x: d=>Float) -> (d=>Float, Float) given (d|Ix) =
l = length x
(x / (length x), l)
def randuniform(lower:Float, upper:Float, k:Key) -> Float =
lower + (rand k) * (upper - lower)
def sampleAveraged(sample:(Key) -> a, n:Nat, k:Key) -> a given (a|VSpace) =
yield_state zero \total.
for i:(Fin n).
total := get total + sample (ixkey k i) / n_to_f n
def positiveProjection(x:n=>Float, y:n=>Float) -> Bool given (n|Ix) = dot x y > 0.0
'## 3D Helper Functions
def cross(a:Vec 3, b:Vec 3) -> Vec 3 =
[a1, a2, a3] = a
[b1, b2, b3] = b
[a2 * b3 - a3 * b2, a3 * b1 - a1 * b3, a1 * b2 - a2 * b1]
# TODO: Use `data Color = Red | Green | Blue` and ADTs for index sets
enum Image =
MkImage(height:Nat, width:Nat, Fin height => Fin width => Color)
xHat : Vec 3 = [1., 0., 0.]
yHat : Vec 3 = [0., 1., 0.]
zHat : Vec 3 = [0., 0., 1.]
Angle = Float # angle in radians
def rotateX(p:Vec 3, angle:Angle) -> Vec 3 =
c = cos angle
s = sin angle
[px, py, pz] = p
[px, c*py - s*pz, s*py + c*pz]
def rotateY(p:Vec 3, angle:Angle) -> Vec 3 =
c = cos angle
s = sin angle
[px, py, pz] = p
[c*px + s*pz, py, - s*px+ c*pz]
def rotateZ(p:Vec 3, angle:Angle) -> Vec 3 =
c = cos angle
s = sin angle
[px, py, pz] = p
[c*px - s*py, s*px+c*py, pz]
def sampleCosineWeightedHemisphere(normal: Vec 3, k:Key) -> Vec 3 =
[k1, k2] = split_key(n=2, k)
u1 = rand k1
u2 = rand k2
uu = normalize $ cross normal [0.0, 1.1, 1.1]
vv = cross uu normal
ra = sqrt u2
rx = ra * cos (2.0 * pi * u1)
ry = ra * sin (2.0 * pi * u1)
rz = sqrt (1.0 - u2)
rr = (rx .* uu) + (ry .* vv) + (rz .* normal)
normalize rr
'## Raytracer
Distance = Float
Position = Vec 3
Direction = Vec 3 # Should be normalized. TODO: use a newtype wrapper
BlockHalfWidths = Vec 3
Radius = Float
Radiance = Color
enum ObjectGeom =
Wall(Direction, Distance)
Block(Position, BlockHalfWidths, Angle)
Sphere(Position, Radius)
enum Surface =
Matte(Color)
Mirror
struct OrientedSurface =
normal : Direction
surface : Surface
enum Object =
PassiveObject(ObjectGeom, Surface)
# position, half-width, intensity (assumed to point down)
Light(Position, Float, Radiance)
struct Ray =
origin : Position
dir : Direction
Filter = Color
struct Params =
numSamples : Nat
maxBounces : Nat
shareSeed : Bool
# TODO: use a list instead, once they work
struct Scene(n|Ix) =
objects : n=>Object
def sampleReflection(surf:OrientedSurface, ray:Ray, k:Key) -> Ray =
nor = surf.normal
newDir = case surf.surface of
Matte _ -> sampleCosineWeightedHemisphere nor k
# TODO: surely there's some change-of-solid-angle correction we need to
# consider when reflecting off a curved surface.
Mirror -> ray.dir - (2.0 * dot ray.dir nor) .* nor
Ray(ray.origin, newDir)
def probReflection(surf:OrientedSurface, _:Ray, out_ray:Ray) -> Float =
case surf.surface of
Matte _ -> relu $ dot surf.normal out_ray.dir
Mirror -> 0.0 # TODO: this should be a delta function of some sort
def applyFilter(filter:Filter, radiance:Radiance) -> Radiance =
for i. filter[i] * radiance[i]
def surfaceFilter(filter:Filter, surf:Surface) -> Filter =
case surf of
Matte color -> for i. filter[i] * color[i]
Mirror -> filter
def sdObject(pos:Position, obj:Object) -> Distance =
case obj of
PassiveObject(geom, _) -> case geom of
Wall(nor, d) -> d + dot nor pos
Block(blockPos, halfWidths, angle) ->
pos' = rotateY (pos - blockPos) angle
length $ for i:(Fin 3). max ((abs pos'[i]) - halfWidths[i]) 0.0
Sphere(spherePos, r) ->
pos' = pos - spherePos
max (length pos' - r) 0.0
Light(squarePos, hw, _) ->
pos' = pos - squarePos
halfWidths = [hw, 0.01, hw]
length $ for i:(Fin 3). max ((abs pos'[i]) - halfWidths[i]) 0.0
def sdScene(scene:Scene n, pos:Position) -> (Object, Distance) given (n|Ix) =
(i, d) = minimum_by(for i:n. (i, sdObject pos scene.objects[i]), snd)
(scene.objects[i], d)
def calcNormal(obj:Object, pos:Position) -> Direction =
grad(\p:Position. sdObject(p, obj)) pos | normalize
enum RayMarchResult =
# incident ray, surface normal, surface properties
HitObj(Ray, OrientedSurface)
HitLight(Radiance)
# Could refine with failure reason (beyond horizon, failed to converge etc)
HitNothing
def raymarch(scene:Scene n, ray:Ray) -> RayMarchResult given (n|Ix) =
maxIters : Nat = 100
tol = 0.01
startLength = 10.0 * tol # trying to escape the current surface
with_state (10.0 * tol) \rayLength.
bounded_iter maxIters HitNothing \_.
rayPos = ray.origin + get rayLength .* ray.dir
(obj, d) = sdScene scene $ rayPos
# 0.9 ensures we come close to the surface but don't touch it
rayLength := get rayLength + 0.9 * d
case d < tol of
False -> Continue
True ->
surfNorm = calcNormal obj rayPos
case positiveProjection ray.dir surfNorm of
True ->
# Oops, we didn't escape the surface we're leaving..
# (Is there a more standard way to do this?)
Continue
False ->
# We made it!
Done $ case obj of
PassiveObject(_, surf) ->
newRay = Ray(rayPos, ray.dir)
HitObj(newRay, OrientedSurface(surfNorm, surf))
Light(_, _, radiance) -> HitLight radiance
def rayDirectRadiance(scene:Scene n, ray:Ray) -> Radiance given (n|Ix) =
case raymarch scene ray of
HitLight intensity -> intensity
HitNothing -> zero
HitObj(_, _) -> zero
def sampleSquare(hw:Float, k:Key) -> Position =
[kx, kz] : Fin 2 => Key = split_key k
x = randuniform (- hw) hw kx
z = randuniform (- hw) hw kz
[x, 0.0, z]
def sampleLightRadiance(
scene:Scene n,
osurf:OrientedSurface,
inRay:Ray,
k:Key) -> Radiance given (n|Ix) =
yield_accum (AddMonoid Float) \radiance.
each scene.objects \obj. case obj of
PassiveObject(_, _) -> ()
Light(lightPos, hw, _) ->
(dirToLight, distToLight) = directionAndLength $
lightPos + sampleSquare hw k - inRay.origin
if positiveProjection dirToLight osurf.normal then
# light on this far side of current surface
fracSolidAngle = (relu $ dot dirToLight yHat) * sq hw / (pi * sq distToLight)
outRay = Ray(inRay.origin, dirToLight)
coeff = fracSolidAngle * probReflection osurf inRay outRay
radiance += coeff .* rayDirectRadiance scene outRay
def trace(params:Params, scene:Scene n, initRay:Ray, k:Key) -> Color given (n|Ix) =
noFilter = [1.0, 1.0, 1.0]
yield_accum (AddMonoid Float) \radiance.
run_state noFilter \filter.
run_state initRay \ray.
bounded_iter params.maxBounces () \i.
case raymarch scene $ get ray of
HitNothing -> Done ()
HitLight intensity ->
if i == 0 then radiance += intensity # TODO: scale etc
Done ()
HitObj(incidentRay, osurf) ->
[k1, k2] = split_key(n=2, hash k i)
lightRadiance = sampleLightRadiance scene osurf incidentRay k1
ray := sampleReflection osurf incidentRay k2
filter := surfaceFilter (get filter) osurf.surface
radiance += applyFilter (get filter) lightRadiance
Continue
# Assumes we're looking towards -z.
struct Camera =
numPix : Nat
pos : Position # pinhole position
halfWidth : Float # sensor half-width
sensorDist : Float # pinhole-sensor distance
# TODO: might be better with an anonymous dependent pair for the result
def cameraRays(n:Nat, camera:Camera) -> Fin n => Fin n => ((Key) -> Ray) =
# images indexed from top-left
halfWidth = camera.halfWidth
pixHalfWidth = halfWidth / n_to_f n
ys = reverse $ linspace (Fin n) (neg halfWidth) halfWidth
xs = linspace (Fin n) (neg halfWidth) halfWidth
for i:(Fin n) j:(Fin n). \key.
[kx, ky] = split_key(n=2, key)
x = xs[j] + randuniform (-pixHalfWidth) pixHalfWidth kx
y = ys[i] + randuniform (-pixHalfWidth) pixHalfWidth ky
Ray(camera.pos, normalize [x, y, neg camera.sensorDist])
def takePicture(params:Params, scene:Scene m, camera:Camera) -> Image given (m|Ix) =
rays = cameraRays camera.numPix camera
rootKey = new_key 0
image = for i:(Fin camera.numPix) j:(Fin camera.numPix).
pixKey = if params.shareSeed
then rootKey
else ixkey (ixkey rootKey i) j
def sampleRayColor(k:Key) -> Color =
[k1, k2] = split_key(n=2, k)
trace params scene (rays[i,j] k1) k2
sampleAveraged sampleRayColor params.numSamples pixKey
MkImage _ _ $ image / mean(flatten3D(image))
'## Define the scene and render it
lightColor = [0.2, 0.2, 0.2]
leftWallColor = 1.5 .* [0.611, 0.0555, 0.062]
rightWallColor = 1.5 .* [0.117, 0.4125, 0.115]
whiteWallColor = [255.0, 239.0, 196.0] / 255.0
blockColor = [200.0, 200.0, 255.0] / 255.0
theScene = Scene $
[ Light (1.9 .* yHat) 0.5 lightColor
, PassiveObject (Wall xHat 2.0) (Matte leftWallColor)
, PassiveObject (Wall (neg xHat) 2.0) (Matte rightWallColor)
, PassiveObject (Wall yHat 2.0) (Matte whiteWallColor)
, PassiveObject (Wall (neg yHat) 2.0) (Matte whiteWallColor)
, PassiveObject (Wall zHat 2.0) (Matte whiteWallColor)
, PassiveObject (Block [ 1.0, -1.6, 1.2] [0.6, 0.8, 0.6] 0.5) (Matte blockColor)
, PassiveObject (Sphere [-1.0, -1.2, 0.2] 0.8) (Matte (0.7.* whiteWallColor))
, PassiveObject (Sphere [ 2.0, 2.0, -2.0] 1.5) (Mirror)
]
defaultParams = Params 50 10 True
defaultCamera = Camera 250 (10.0 .* zHat) 0.3 1.0
testCamera = Camera 10 (10.0 .* zHat) 0.3 1.0
# We change to a small num pix here to reduce the compute needed for tests
params = defaultParams
camera = if dex_test_mode()
then testCamera
else defaultCamera
# %time
MkImage(_, _, image) = takePicture params theScene camera
:html imshow image
> <html output>
'Just for fun, here's what we get with a single sample (sharing the PRNG
key among pixels)
params2 = Params 1 10 True
MkImage(_, _, image2) = takePicture params2 theScene camera
:html imshow image2
> <html output>
|