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[example] Add order-independent transparency example (#6829)
Issue: #5420 ### Brief Summary ![image](https://user-images.githubusercontent.com/90667349/206149920-7ce87bda-7c1c-4c59-bd38-a877c660d71a.png) Co-authored-by: pre-commit-ci[bot] <66853113+pre-commit-ci[bot]@users.noreply.github.com> Co-authored-by: Zhao Liang <[email protected]>
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# A demo of order-independent transparency using Taichi | ||
# Reference: https://github.com/nvpro-samples/vk_order_independent_transparency | ||
import taichi as ti | ||
from taichi.math import clamp, mix, normalize, vec3, vec4 | ||
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ti.init(arch=ti.cuda) | ||
res = (1000, 1000) | ||
color_buffer = ti.Vector.field(3, dtype=ti.f32, shape=res) | ||
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eps = 1e-4 | ||
inf = 1e10 | ||
fov = 0.5 | ||
aspect_ratio = res[0] / res[1] | ||
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alpha_min = 0.2 | ||
alpha_width = 0.3 | ||
camera_pos = vec3(0, 0, 5) | ||
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Hit = ti.types.struct(pos=vec3, normal=vec3, color=vec4, depth=float) | ||
Sphere = ti.types.struct(center=vec3, radius=float, color=vec4) | ||
ColorWithDepth = ti.types.struct(color=vec4, depth=float) | ||
Light = ti.types.struct(pos=vec3, dir=vec3) | ||
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background_color = vec4(0.2, 0.2, 0.2, 1) | ||
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spheres = Sphere.field() | ||
ti.root.dynamic(ti.j, 1024, chunk_size=64).place(spheres) | ||
colors_in_pixel = ColorWithDepth.field() | ||
ti.root.dense(ti.ij, res).dynamic(ti.k, 2048, | ||
chunk_size=64).place(colors_in_pixel) | ||
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@ti.func | ||
def gooch_lighting(normal: ti.template()): | ||
light = normalize(vec3(-1, 2, 1)) | ||
warmth = normal * light * 0.5 + 0.5 | ||
return mix(vec3(0, 0.25, 0.75), vec3(1, 1, 1), warmth) | ||
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@ti.func | ||
def shading(hit: ti.template()): | ||
colorRGB = hit.color.rgb * gooch_lighting(hit.normal) | ||
alpha = clamp(alpha_min + hit.color.a * alpha_width, 0, 1) | ||
return vec4(colorRGB, alpha) | ||
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@ti.func | ||
def intersect_sphere(light: ti.template(), sphere: ti.template()): | ||
hit_pos1 = vec3(0) | ||
hit_pos2 = vec3(0) | ||
normal1 = vec3(0) | ||
normal2 = vec3(0) | ||
dist1 = inf | ||
dist2 = inf | ||
l = sphere.center - light.pos | ||
l2 = l.dot(l) | ||
r2 = sphere.radius * sphere.radius | ||
tp = l.dot(light.dir) | ||
out_of_sphere = (l2 > r2) | ||
may_have_intersection = True | ||
if -eps < l2 - r2 < eps: | ||
if -eps < tp < eps: | ||
may_have_intersection = False | ||
out_of_sphere = tp < 0 | ||
if tp < 0 and out_of_sphere: | ||
may_have_intersection = False | ||
if may_have_intersection: | ||
d2 = l2 - tp * tp | ||
if d2 <= r2: | ||
tt = ti.sqrt(r2 - d2) | ||
t1 = tp - tt | ||
if t1 > 0: | ||
hit_pos1 = light.pos + light.dir * t1 | ||
dist1 = t1 | ||
normal1 = normalize(hit_pos1 - sphere.center) | ||
t2 = tp + tt | ||
if t2 > 0: | ||
hit_pos2 = light.pos + light.dir * t2 | ||
dist2 = t2 | ||
normal2 = normalize(hit_pos2 - sphere.center) | ||
return Hit(pos=hit_pos1, normal=normal1, color=sphere.color, depth=dist1), \ | ||
Hit(pos=hit_pos2, normal=normal2, color=sphere.color, depth=dist2) | ||
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@ti.func | ||
def get_intersections(u, v, light: ti.template()): | ||
colors_in_pixel[u, v].deactivate() | ||
for i in range(spheres.length()): | ||
hit1, hit2 = intersect_sphere(light, spheres[i]) | ||
if hit1.depth < inf: | ||
colors_in_pixel[u, v].append( | ||
ColorWithDepth(color=shading(hit1), depth=hit1.depth)) | ||
if hit2.depth < inf: | ||
colors_in_pixel[u, v].append( | ||
ColorWithDepth(color=shading(hit2), depth=hit2.depth)) | ||
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@ti.func | ||
def bubble_sort(u, v): | ||
l = colors_in_pixel[u, v].length() | ||
for i in range(l - 1): | ||
for j in range(l - 1 - i): | ||
if colors_in_pixel[u, v, j].depth > colors_in_pixel[u, v, | ||
j + 1].depth: | ||
tmp = colors_in_pixel[u, v, j] | ||
colors_in_pixel[u, v, j] = colors_in_pixel[u, v, j + 1] | ||
colors_in_pixel[u, v, j + 1] = tmp | ||
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@ti.func | ||
def blend(color: ti.template(), base_color: ti.template()): | ||
color.rgb += (1 - color.a) * base_color.rgb * base_color.a | ||
color.a += (1 - color.a) * base_color.a | ||
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@ti.func | ||
def get_color(u, v): | ||
bubble_sort(u, v) | ||
color = vec4(0) | ||
for i in range(colors_in_pixel[u, v].length()): | ||
blend(color, colors_in_pixel[u, v, i].color) | ||
blend(color, background_color) | ||
return color | ||
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stratify_res = 5 | ||
inv_stratify = 1.0 / stratify_res | ||
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@ti.kernel | ||
def render(): | ||
for i in range(256): | ||
spheres.append( | ||
Sphere( | ||
vec3(ti.random() * 3 - 1.5, | ||
ti.random() * 3 - 1.5, | ||
ti.random() * 3 - 1.5), | ||
ti.random() * 0.2 + 0.1, | ||
(ti.random(), ti.random(), ti.random(), ti.random()))) | ||
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for u, v in color_buffer: | ||
ray_dir = vec3((2 * (u + 0.5) / res[0] - 1) * aspect_ratio, | ||
(2 * (v + 0.5) / res[1] - 1), -1.0 / fov) | ||
ray_dir = normalize(ray_dir) | ||
get_intersections(u, v, Light(pos=camera_pos, dir=ray_dir)) | ||
color = get_color(u, v) | ||
color_buffer[u, v] = ti.pow(color.rgb * color.a, 1 / 2.2) | ||
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def main(): | ||
gui = ti.GUI('OIT', res, fast_gui=True) | ||
render() | ||
gui.set_image(color_buffer) | ||
while gui.running: | ||
gui.show() | ||
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if __name__ == '__main__': | ||
main() |