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renderer.py
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renderer.py
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import taichi as ti
from math_utils import (eps, inf, out_dir, ray_aabb_intersection)
MAX_RAY_DEPTH = 4
use_directional_light = True
DIS_LIMIT = 100
@ti.data_oriented
class Renderer:
def __init__(self, dx, image_res, up, voxel_edges, exposure=3):
self.image_res = image_res
self.aspect_ratio = image_res[0] / image_res[1]
self.vignette_strength = 0.9
self.vignette_radius = 0.0
self.vignette_center = [0.5, 0.5]
self.current_spp = 0
self.color_buffer = ti.Vector.field(3, dtype=ti.f32)
self.bbox = ti.Vector.field(3, dtype=ti.f32, shape=2)
self.fov = ti.field(dtype=ti.f32, shape=())
self.voxel_color = ti.Vector.field(3, dtype=ti.u8)
self.voxel_material = ti.field(dtype=ti.i8)
self.light_direction = ti.Vector.field(3, dtype=ti.f32, shape=())
self.light_direction_noise = ti.field(dtype=ti.f32, shape=())
self.light_color = ti.Vector.field(3, dtype=ti.f32, shape=())
self.cast_voxel_hit = ti.field(ti.i32, shape=())
self.cast_voxel_index = ti.Vector.field(3, ti.i32, shape=())
self.voxel_edges = voxel_edges
self.exposure = exposure
self.camera_pos = ti.Vector.field(3, dtype=ti.f32, shape=())
self.look_at = ti.Vector.field(3, dtype=ti.f32, shape=())
self.up = ti.Vector.field(3, dtype=ti.f32, shape=())
self.floor_height = ti.field(dtype=ti.f32, shape=())
self.floor_color = ti.Vector.field(3, dtype=ti.f32, shape=())
self.background_color = ti.Vector.field(3, dtype=ti.f32, shape=())
self.voxel_dx = dx
self.voxel_inv_dx = 1 / dx
# Note that voxel_inv_dx == voxel_grid_res iff the box has width = 1
self.voxel_grid_res = 128
voxel_grid_offset = [-self.voxel_grid_res // 2 for _ in range(3)]
ti.root.dense(ti.ij, image_res).place(self.color_buffer)
ti.root.dense(ti.ijk,
self.voxel_grid_res).place(self.voxel_color,
self.voxel_material,
offset=voxel_grid_offset)
self._rendered_image = ti.Vector.field(3, float, image_res)
self.set_up(*up)
self.set_fov(0.23)
self.floor_height[None] = 0
self.floor_color[None] = (1, 1, 1)
def set_directional_light(self, direction, light_direction_noise,
light_color):
direction_norm = (direction[0]**2 + direction[1]**2 +
direction[2]**2)**0.5
self.light_direction[None] = (direction[0] / direction_norm,
direction[1] / direction_norm,
direction[2] / direction_norm)
self.light_direction_noise[None] = light_direction_noise
self.light_color[None] = light_color
@ti.func
def inside_grid(self, ipos):
return ipos.min() >= -self.voxel_grid_res // 2 and ipos.max(
) < self.voxel_grid_res // 2
@ti.func
def query_density(self, ipos):
inside = self.inside_grid(ipos)
ret = 0.0
if inside:
ret = self.voxel_material[ipos]
else:
ret = 0.0
return ret
@ti.func
def _to_voxel_index(self, pos):
p = pos * self.voxel_inv_dx
voxel_index = ti.floor(p).cast(ti.i32)
return voxel_index
@ti.func
def voxel_surface_color(self, pos):
p = pos * self.voxel_inv_dx
p -= ti.floor(p)
voxel_index = self._to_voxel_index(pos)
boundary = self.voxel_edges
count = 0
for i in ti.static(range(3)):
if p[i] < boundary or p[i] > 1 - boundary:
count += 1
f = 0.0
if count >= 2:
f = 1.0
voxel_color = ti.Vector([0.0, 0.0, 0.0])
is_light = 0
if self.inside_particle_grid(voxel_index):
voxel_color = self.voxel_color[voxel_index] * (1.0 / 255)
if self.voxel_material[voxel_index] == 2:
is_light = 1
return voxel_color * (1.3 - 1.2 * f), is_light
@ti.func
def ray_march(self, p, d):
dist = inf
if d[1] < -eps:
dist = (self.floor_height[None] - p[1]) / d[1]
return dist
@ti.func
def sdf_normal(self, p):
return ti.Vector([0.0, 1.0, 0.0]) # up
@ti.func
def sdf_color(self, p):
return self.floor_color[None]
@ti.func
def dda_voxel(self, eye_pos, d):
for i in ti.static(range(3)):
if abs(d[i]) < 1e-6:
d[i] = 1e-6
rinv = 1.0 / d
rsign = ti.Vector([0, 0, 0])
for i in ti.static(range(3)):
if d[i] > 0:
rsign[i] = 1
else:
rsign[i] = -1
bbox_min = self.bbox[0]
bbox_max = self.bbox[1]
inter, near, far = ray_aabb_intersection(bbox_min, bbox_max, eye_pos,
d)
hit_distance = inf
hit_light = 0
normal = ti.Vector([0.0, 0.0, 0.0])
c = ti.Vector([0.0, 0.0, 0.0])
voxel_index = ti.Vector([0, 0, 0])
if inter:
near = max(0, near)
pos = eye_pos + d * (near + 5 * eps)
o = self.voxel_inv_dx * pos
ipos = int(ti.floor(o))
dis = (ipos - o + 0.5 + rsign * 0.5) * rinv
running = 1
i = 0
hit_pos = ti.Vector([0.0, 0.0, 0.0])
while running:
last_sample = int(self.query_density(ipos))
if not self.inside_particle_grid(ipos):
running = 0
if last_sample:
mini = (ipos - o + ti.Vector([0.5, 0.5, 0.5]) -
rsign * 0.5) * rinv
hit_distance = mini.max() * self.voxel_dx + near
hit_pos = eye_pos + (hit_distance + 1e-3) * d
voxel_index = self._to_voxel_index(hit_pos)
c, hit_light = self.voxel_surface_color(hit_pos)
running = 0
else:
mm = ti.Vector([0, 0, 0])
if dis[0] <= dis[1] and dis[0] < dis[2]:
mm[0] = 1
elif dis[1] <= dis[0] and dis[1] <= dis[2]:
mm[1] = 1
else:
mm[2] = 1
dis += mm * rsign * rinv
ipos += mm * rsign
normal = -mm * rsign
i += 1
return hit_distance, normal, c, hit_light, voxel_index
@ti.func
def inside_particle_grid(self, ipos):
pos = ipos * self.voxel_dx
return self.bbox[0][0] <= pos[0] and pos[0] < self.bbox[1][
0] and self.bbox[0][1] <= pos[1] and pos[1] < self.bbox[1][
1] and self.bbox[0][2] <= pos[2] and pos[2] < self.bbox[1][2]
@ti.func
def next_hit(self, pos, d, t):
closest = inf
normal = ti.Vector([0.0, 0.0, 0.0])
c = ti.Vector([0.0, 0.0, 0.0])
hit_light = 0
closest, normal, c, hit_light, vx_idx = self.dda_voxel(pos, d)
ray_march_dist = self.ray_march(pos, d)
if ray_march_dist < DIS_LIMIT and ray_march_dist < closest:
closest = ray_march_dist
normal = self.sdf_normal(pos + d * closest)
c = self.sdf_color(pos + d * closest)
# Highlight the selected voxel
if self.cast_voxel_hit[None]:
cast_vx_idx = self.cast_voxel_index[None]
if all(cast_vx_idx == vx_idx):
c = ti.Vector([1.0, 0.65, 0.0])
# For light sources, we actually invert the material to make it
# more obvious
hit_light = 1 - hit_light
return closest, normal, c, hit_light
@ti.kernel
def set_camera_pos(self, x: ti.f32, y: ti.f32, z: ti.f32):
self.camera_pos[None] = ti.Vector([x, y, z])
@ti.kernel
def set_up(self, x: ti.f32, y: ti.f32, z: ti.f32):
self.up[None] = ti.Vector([x, y, z]).normalized()
@ti.kernel
def set_look_at(self, x: ti.f32, y: ti.f32, z: ti.f32):
self.look_at[None] = ti.Vector([x, y, z])
@ti.kernel
def set_fov(self, fov: ti.f32):
self.fov[None] = fov
@ti.func
def get_cast_dir(self, u, v):
fov = self.fov[None]
d = (self.look_at[None] - self.camera_pos[None]).normalized()
fu = (2 * fov * (u + ti.random(ti.f32)) / self.image_res[1] -
fov * self.aspect_ratio - 1e-5)
fv = 2 * fov * (v + ti.random(ti.f32)) / self.image_res[1] - fov - 1e-5
du = d.cross(self.up[None]).normalized()
dv = du.cross(d).normalized()
d = (d + fu * du + fv * dv).normalized()
return d
@ti.kernel
def render(self):
ti.loop_config(block_dim=256)
for u, v in self.color_buffer:
d = self.get_cast_dir(u, v)
pos = self.camera_pos[None]
t = 0.0
contrib = ti.Vector([0.0, 0.0, 0.0])
throughput = ti.Vector([1.0, 1.0, 1.0])
c = ti.Vector([1.0, 1.0, 1.0])
depth = 0
hit_light = 0
hit_background = 0
# Tracing begin
for bounce in range(MAX_RAY_DEPTH):
depth += 1
closest, normal, c, hit_light = self.next_hit(pos, d, t)
hit_pos = pos + closest * d
if not hit_light and normal.norm() != 0 and closest < 1e8:
d = out_dir(normal)
pos = hit_pos + 1e-4 * d
throughput *= c
if ti.static(use_directional_light):
dir_noise = ti.Vector([
ti.random() - 0.5,
ti.random() - 0.5,
ti.random() - 0.5
]) * self.light_direction_noise[None]
light_dir = (self.light_direction[None] +
dir_noise).normalized()
dot = light_dir.dot(normal)
if dot > 0:
hit_light_ = 0
dist, _, _, hit_light_ = self.next_hit(
pos, light_dir, t)
if dist > DIS_LIMIT:
# far enough to hit directional light
contrib += throughput * \
self.light_color[None] * dot
else: # hit background or light voxel, terminate tracing
hit_background = 1
break
# Russian roulette
max_c = throughput.max()
if ti.random() > max_c:
throughput = [0, 0, 0]
break
else:
throughput /= max_c
# Tracing end
if hit_light:
contrib += throughput * c
else:
if depth == 1 and hit_background:
# Direct hit to background
contrib = self.background_color[None]
self.color_buffer[u, v] += contrib
@ti.kernel
def _render_to_image(self, samples: ti.i32):
for i, j in self.color_buffer:
u = 1.0 * i / self.image_res[0]
v = 1.0 * j / self.image_res[1]
darken = 1.0 - self.vignette_strength * max((ti.sqrt(
(u - self.vignette_center[0])**2 +
(v - self.vignette_center[1])**2) - self.vignette_radius), 0)
for c in ti.static(range(3)):
self._rendered_image[i, j][c] = ti.sqrt(
self.color_buffer[i, j][c] * darken * self.exposure /
samples)
@ti.kernel
def recompute_bbox(self):
for d in ti.static(range(3)):
self.bbox[0][d] = 1e9
self.bbox[1][d] = -1e9
for I in ti.grouped(self.voxel_material):
if self.voxel_material[I] != 0:
for d in ti.static(range(3)):
ti.atomic_min(self.bbox[0][d], (I[d] - 1) * self.voxel_dx)
ti.atomic_max(self.bbox[1][d], (I[d] + 2) * self.voxel_dx)
def reset_framebuffer(self):
self.current_spp = 0
self.color_buffer.fill(0)
def accumulate(self):
self.render()
self.current_spp += 1
def fetch_image(self):
self._render_to_image(self.current_spp)
return self._rendered_image
@staticmethod
@ti.func
def to_vec3u(c):
c = ti.math.clamp(c, 0.0, 1.0)
r = ti.Vector([ti.u8(0), ti.u8(0), ti.u8(0)])
for i in ti.static(range(3)):
r[i] = ti.cast(c[i] * 255, ti.u8)
return r
@staticmethod
@ti.func
def to_vec3(c):
r = ti.Vector([0.0, 0.0, 0.0])
for i in ti.static(range(3)):
r[i] = ti.cast(c[i], ti.f32) / 255.0
return r
@ti.func
def set_voxel(self, idx, mat, color):
self.voxel_material[idx] = ti.cast(mat, ti.i8)
self.voxel_color[idx] = self.to_vec3u(color)
@ti.func
def get_voxel(self, ijk):
mat = self.voxel_material[ijk]
color = self.voxel_color[ijk]
return mat, self.to_vec3(color)