Add antialiasing.
[the-worst-raytracer] / raytracer.py
1 #!/usr/bin/env python
2 """
3 The worst raytracer.
4 Emil Mikulic <emikulic@gmail.com> was here 2012.
5 """
6 import numpy as np
7 from accidental_complexity import show
8 # this file contains mostly essential complexity
9
10 def vec(x, y, z):
11 return np.array((x, y, z), dtype=np.float)
12
13 def color(r, g, b):
14 return np.reshape(vec(r,g,b), (1,1,3))
15
16 def dot(a, b):
17 return (a * b).sum(axis=2)
18
19 def mag(a):
20 return np.sqrt(np.square(a).sum(axis=2))
21
22 def depthwise(a):
23 return np.expand_dims(a, axis=2)
24
25 def norm(a):
26 return a / depthwise(mag(a))
27
28 def reflect(i, n):
29 c = n * depthwise(dot(n, -i))
30 return 2*c + i
31
32 def diffuse(n, l):
33 return depthwise(dot(n, l).clip(0, 1))
34
35 def specular(r, l, power):
36 return pow(diffuse(r, l), power)
37
38 def lerp(ar, a, b, u, v):
39 "[u,v] is mapped to [a,b]"
40 return a + (b-a) * (ar.clip(u,v) - u) / (v-u)
41
42 class Scene:
43 def __init__(self):
44 self.light1 = vec(20,10,-10)
45 self.light1_col = color(1,.5,.3)
46 self.light2 = vec(-5,5,5)
47 self.light2_col = color(1,1,1) - self.light1_col
48 self.sky_col = color(.2, .3, .6)
49 self.sph_center = vec(-.5,0,0)
50 self.sph_rad = .5
51 self.sph_col = color(1,1,1)
52 self.camera = vec(0,0,-5)
53 self.ground_col1 = color(.4,.4,.4)
54 self.ground_col2 = color(.8,.8,.8)
55 self.plane_n = vec(0,1,0)
56 self.plane_amb = 0.02
57 self.plane_dif = 0.9
58 self.plane_height = -0.5
59 self.fog_near = 0
60 self.fog_far = 40
61
62 def trace_bg(self, camera, ray):
63 # background
64 plane_depth = (self.plane_height - camera[:,:,1]) / ray[:,:,1]
65 plane_p = camera + depthwise(plane_depth) * ray
66 plane_l1 = norm(self.light1 - plane_p)
67 plane_l2 = norm(self.light2 - plane_p)
68 plane_xpos = plane_p[:,:,0] - np.floor(plane_p[:,:,0])
69 plane_zpos = plane_p[:,:,2] - np.floor(plane_p[:,:,2])
70 checkers = depthwise(np.logical_xor(plane_xpos < 0.5, plane_zpos < 0.5))
71
72 # trace shadows (light 1)
73 ec = plane_p - self.sph_center
74 b = 2 * dot(plane_l1, ec)
75 c = dot(ec, ec) - np.square(self.sph_rad)
76 det = b*b - 4*c
77 depth = (-b - np.sqrt(det)) / 2
78 illum_l1 = np.where(depthwise(depth > 0), 0, self.light1_col)
79
80 # light 2
81 b = 2 * dot(plane_l2, ec)
82 det = b*b - 4*c
83 depth = (-b - np.sqrt(det)) / 2
84 illum_l2 = np.where(depthwise(depth > 0), 0, self.light2_col)
85
86 # shade plane
87 plane_col = np.where(checkers, self.ground_col1, self.ground_col2) * (
88 self.plane_amb + self.plane_dif * (
89 diffuse(self.plane_n, plane_l1) * illum_l1 +
90 diffuse(self.plane_n, plane_l2) * illum_l2))
91
92 fog_dist = mag(plane_p - vec(0, self.plane_height, 0))
93 fog = lerp(fog_dist, 1, 0, self.fog_near, self.fog_far)
94 plane_col *= depthwise(np.square(fog))
95
96 sky = self.sky_col * depthwise(ray[:,:,1])
97 return np.where(depthwise(plane_depth > 0), plane_col, sky)
98
99 def render(self, w, h):
100 # set up scene
101 sph_amb = 0.02
102 sph_diff = 0.05
103 sph_spec = 1.1
104 sph_refl = 0.5
105 sph_shine = 20
106
107 # points on the screen plane (z = 0)
108 aspect = float(w) / float(h)
109 scr_x = np.linspace(-1 + 1./w, 1 - 1./w, w) * aspect
110 scr_y = np.linspace(-1 + 1./h, 1 - 1./h, h) * -1
111 scr = np.zeros((h,w,3), dtype=np.float)
112 scr[:,:,0] = np.reshape(scr_x, (1, w))
113 scr[:,:,1] = np.reshape(scr_y, (h, 1))
114
115 ray = norm(scr - self.camera)
116
117 # sphere
118 ec = self.camera - self.sph_center
119 b = 2 * dot(ray, ec)
120 c = ec.dot(ec) - np.square(self.sph_rad)
121 det = b*b - 4*c
122 sph_depth = (-b - np.sqrt(det)) / 2
123
124 # sphere color
125 sph_p = self.camera + depthwise(sph_depth) * ray
126 sph_l1 = norm(self.light1 - sph_p)
127 sph_l2 = norm(self.light2 - sph_p)
128 sph_n = (sph_p - self.sph_center) / self.sph_rad
129 sph_r = norm(reflect(ray, sph_n))
130 r_col = self.trace_bg(sph_p, sph_r)
131
132 sph = self.sph_col * (sph_amb +
133 sph_diff * diffuse(sph_n, sph_l1) * self.light1_col +
134 sph_diff * diffuse(sph_n, sph_l2) * self.light2_col +
135 sph_spec * specular(sph_r, sph_l1, sph_shine) * self.light1_col +
136 sph_spec * specular(sph_r, sph_l2, sph_shine) * self.light2_col +
137 r_col * sph_refl)
138
139 bg = self.trace_bg(np.reshape(self.camera, (1,1,3)), ray)
140 return np.where(depthwise(sph_depth > 0), sph, bg)
141
142 show(Scene().render(800, 600))
143 # vim:set ts=2 sw=2 et: