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type rgb = float * float * float
type light =
| Sun of { towards : Vec3.t; color : rgb }
| Lamp of { position : Vec3.t; radius : float; color : rgb }
| Spot of { position : Vec3.t; aim : Vec3.t; angle : float; falloff : float; color : rgb }
type scene = { camera : Camera.t; solids : Solid.t list; lights : light list; ambient : float; background : int }
type algorithm = Ray_casting | Lambert | Shadow_rays | Whitted | Soft_shadows | Path_tracing
let algorithms = [ Ray_casting; Lambert; Shadow_rays; Whitted; Soft_shadows; Path_tracing ]
let latest = Path_tracing
let default_algorithm = Whitted
let rank (a : algorithm) : int =
let rec go i = function [] -> 0 | x :: rest -> if x = a then i else go (i + 1) rest in
go 0 algorithms
let at_least (w : algorithm) (a : algorithm) : bool = rank w >= rank a
let name (algorithm : algorithm) : string =
match algorithm with
| Ray_casting -> "ray casting"
| Lambert -> "Lambert's light"
| Shadow_rays -> "shadow rays"
| Whitted -> "Whitted: mirrors and glass"
| Soft_shadows -> "soft shadows"
| Path_tracing -> "path tracing"
type acceleration = Brute_force | Bvh of Bvh.split
type options = {
algorithm : algorithm;
epsilon : float;
acceleration : acceleration;
depth : int;
cutoff : float;
samples : int;
seed : int;
}
let default_options =
{ algorithm = default_algorithm; epsilon = 1e-4; acceleration = Bvh Sah; depth = 3; cutoff = 1. /. 256.; samples = 1;
seed = 1 }
let camera_ray_through (camera : Camera.t) ~(width : int) ~(height : int) (px : float) (py : float) :
Ray.t * float * float =
let right, up, forward = Camera.basis ~up:camera.up ~eye:camera.eye ~target:camera.target () in
let w = float_of_int width and h = float_of_int height in
let aspect = w /. h in
let ndc_x = (px -. (w /. 2.)) /. (w /. 2.) in
let ndc_y = ((h /. 2.) -. py) /. (h /. 2.) in
let along (sx : float) (sy : float) : Vec3.t = Vec3.add (Vec3.scale sx right) (Vec3.scale sy up) in
let ray =
if camera.ortho > 0. then
let half = camera.ortho /. 2. in
Ray.make (Vec3.add camera.eye (along (ndc_x *. aspect *. half) (ndc_y *. half))) forward
else
let f = Camera.focal camera in
Ray.make camera.eye (Vec3.add forward (along (ndc_x *. aspect /. f) (ndc_y /. f)))
in
let cos_angle = Vec3.dot ray.direction forward in
(ray, camera.near /. cos_angle, camera.far /. cos_angle)
let camera_ray (camera : Camera.t) ~(width : int) ~(height : int) ~(x : int) ~(y : int) : Ray.t * float * float =
camera_ray_through camera ~width ~height (float_of_int x +. 0.5) (float_of_int y +. 0.5)
let nearest ?(min_t = 0.) ?(max_t = infinity) (ray : Ray.t) (solids : Solid.t list) : (float * Solid.t) option =
List.fold_left
(fun best solid ->
match Solid.hit ~min_t ray solid with
| Some t when t < max_t && (match best with None -> true | Some (t', _) -> t < t') -> Some (t, solid)
| _ -> best)
None solids
let towards_light (point : Vec3.t) (light : light) : Vec3.t * float =
match light with
| Sun { towards; _ } -> (towards, infinity)
| Lamp { position; _ } | Spot { position; _ } ->
let d = Vec3.sub position point in
(Vec3.normalize d, Vec3.length d)
let spot_factor (point : Vec3.t) (light : light) : float =
match light with
| Sun _ | Lamp _ -> 1.
| Spot { position; aim; angle; falloff; _ } ->
let cos = Vec3.dot (Vec3.normalize (Vec3.sub point position)) aim in
if cos < Float.cos (angle *. Float.pi /. 180.) then 0. else cos ** falloff
let shadowed ~(epsilon : float) (solids : Solid.t list) (point : Vec3.t) (light : light) : bool =
let dir, distance = towards_light point light in
let ray = Ray.make point dir in
List.exists
(fun solid -> match Solid.hit ~min_t:epsilon ray solid with Some t -> t < distance | None -> false)
solids
type world = {
options : options;
scene : scene;
bvh : Bvh.t option;
mutable brute_tests : int;
mutable secondary : int;
mutable saved : int;
}
let world ?(options = default_options) (scene : scene) : world =
let bvh = match options.acceleration with Brute_force -> None | Bvh split -> Some (Bvh.build ~split scene.solids) in
{ options; scene; bvh; brute_tests = 0; secondary = 0; saved = 0 }
let tests (w : world) : int = match w.bvh with Some bvh -> (Bvh.stats bvh).tests | None -> w.brute_tests
let boxes (w : world) : int = match w.bvh with Some bvh -> (Bvh.stats bvh).boxes | None -> 0
let secondary_rays (w : world) : int = w.secondary
let saved_rays (w : world) : int = w.saved
let find_nearest (w : world) ~(min_t : float) ~(max_t : float) (ray : Ray.t) : (float * Solid.t) option =
match w.bvh with
| Some bvh -> Bvh.nearest bvh ~min_t ~max_t ray
| None ->
w.brute_tests <- w.brute_tests + List.length w.scene.solids;
nearest ~min_t ~max_t ray w.scene.solids
let blocked (w : world) (point : Vec3.t) (light : light) : bool =
match w.bvh with
| Some bvh ->
let dir, distance = towards_light point light in
Bvh.any bvh ~min_t:w.options.epsilon ~max_t:distance (Ray.make point dir)
| None ->
w.brute_tests <- w.brute_tests + List.length w.scene.solids;
shadowed ~epsilon:w.options.epsilon w.scene.solids point light
type color = float * float * float
let color_of_int (rgb : int) : color =
(float_of_int ((rgb lsr 16) land 0xFF), float_of_int ((rgb lsr 8) land 0xFF), float_of_int (rgb land 0xFF))
let int_of_color ((r, g, b) : color) : int =
let channel c = Stdlib.min 255 (int_of_float c) in
(channel r lsl 16) lor (channel g lsl 8) lor channel b
let add ((r1, g1, b1) : color) ((r2, g2, b2) : color) : color = (r1 +. r2, g1 +. g2, b1 +. b2)
let times (k : float) ((r, g, b) : color) : color = (k *. r, k *. g, k *. b)
type rng = Lehmer.t ref
let uniform (rng : rng) : float =
rng := Lehmer.next !rng;
Lehmer.to_unit !rng
let rec in_ball (rng : rng) : Vec3.t =
let p = ((2. *. uniform rng) -. 1., (2. *. uniform rng) -. 1., (2. *. uniform rng) -. 1.) in
if Vec3.dot p p <= 1. then p else in_ball rng
let shadow_rays (w : world) : int = if w.options.algorithm = Path_tracing then 1 else 16
let reaching (w : world) (rng : rng) (point : Vec3.t) (light : light) : float =
match light with
| Lamp { position; radius; _ } when radius > 0. && at_least w.options.algorithm Soft_shadows ->
let through = ref 0 and rays = shadow_rays w in
for _ = 1 to rays do
let target = Vec3.add position (Vec3.scale radius (in_ball rng)) in
let d = Vec3.sub target point in
let dist = Vec3.length d in
let ray = Ray.make point d in
let hidden =
match w.bvh with
| Some bvh -> Bvh.any bvh ~min_t:w.options.epsilon ~max_t:dist ray
| None -> List.exists (fun s -> match Solid.hit ~min_t:w.options.epsilon ray s with Some t -> t < dist | None -> false) w.scene.solids
in
if not hidden then incr through
done;
float_of_int !through /. float_of_int rays
| _ -> if blocked w point light then 0. else 1.
let lit (w : world) (rng : rng) (point : Vec3.t) (n : Vec3.t) (color : int) : color =
let r, g, b =
List.fold_left
(fun ((r, g, b) as sum) light ->
let dir, _ = towards_light point light in
let cos = Vec3.dot n dir *. spot_factor point light in
if cos <= 0. then sum
else
let share = if w.options.algorithm = Lambert then 1. else reaching w rng point light in
if share = 0. then sum
else
let lr, lg, lb = match light with Sun { color; _ } | Lamp { color; _ } | Spot { color; _ } -> color in
let k = cos *. share in
(r +. (lr *. k), g +. (lg *. k), b +. (lb *. k)))
(0., 0., 0.) w.scene.lights
in
let a = if w.options.algorithm = Path_tracing then 0. else w.scene.ambient in
let cr, cg, cb = color_of_int color in
(cr *. (a +. r), cg *. (a +. g), cb *. (a +. b))
let reflect (d : Vec3.t) (n : Vec3.t) : Vec3.t = Vec3.sub d (Vec3.scale (2. *. Vec3.dot d n) n)
let refract (d : Vec3.t) (n : Vec3.t) ~(eta : float) : (Vec3.t * float) option =
let cos_i = -.Vec3.dot d n in
let k = 1. -. (eta *. eta *. (1. -. (cos_i *. cos_i))) in
if k < 0. then None
else
let cos_t = sqrt k in
Some (Vec3.add (Vec3.scale eta d) (Vec3.scale ((eta *. cos_i) -. cos_t) n), cos_t)
let schlick ~(n1 : float) ~(n2 : float) (cos : float) : float =
let r0 = ((n1 -. n2) /. (n1 +. n2)) ** 2. in
r0 +. ((1. -. r0) *. ((1. -. cos) ** 5.))
let cosine_direction (rng : rng) (n : Vec3.t) : Vec3.t =
let a = if Float.abs (let x, _, _ = n in x) > 0.9 then (0., 1., 0.) else (1., 0., 0.) in
let t = Vec3.normalize (Vec3.cross a n) in
let b = Vec3.cross n t in
let r1 = uniform rng and r2 = uniform rng in
let phi = 2. *. Float.pi *. r1 and r = sqrt r2 in
Vec3.add (Vec3.add (Vec3.scale (r *. cos phi) t) (Vec3.scale (r *. sin phi) b)) (Vec3.scale (sqrt (1. -. r2)) n)
let rec radiance (w : world) (rng : rng) (ray : Ray.t) ~(min_t : float) ~(max_t : float) ~(depth : int) ~(weight : float) :
color =
match find_nearest w ~min_t ~max_t ray with
| None -> color_of_int w.scene.background
| Some (t, solid) -> (
let leaf, flipped =
match Solid.first_hit ~min_t ray solid with
| Some b when b.t = t -> (b.leaf, b.flipped)
| _ -> (solid, false)
in
let surface = Solid.surface leaf in
let point = Ray.at ray t in
let color = Solid.color leaf ray t in
match w.options.algorithm with
| Ray_casting -> color_of_int color
| Lambert | Shadow_rays | Whitted | Soft_shadows | Path_tracing -> (
let n = Solid.normal leaf ray t in
let n = if flipped then Vec3.scale (-1.) n else n in
let inside = Vec3.dot n ray.direction > 0. in
let n = if inside then Vec3.scale (-1.) n else n in
let direct = lit w rng point n color in
let local =
if w.options.algorithm <> Path_tracing || depth >= w.options.depth then direct
else
let cr, cg, cb = color_of_int color in
let albedo = Float.max cr (Float.max cg cb) /. 255. in
if weight *. albedo < w.options.cutoff then direct
else begin
w.secondary <- w.secondary + 1;
let ir, ig, ib =
radiance w rng (Ray.make point (cosine_direction rng n)) ~min_t:w.options.epsilon ~max_t:infinity
~depth:(depth + 1) ~weight:(weight *. albedo)
in
add direct (ir *. cr /. 255., ig *. cg /. 255., ib *. cb /. 255.)
end
in
let m = surface.material in
if (not (at_least w.options.algorithm Whitted)) || depth >= w.options.depth then local
else
let bounce (dir : Vec3.t) (share : float) : color =
if weight *. share < w.options.cutoff then begin
w.saved <- w.saved + 1;
(0., 0., 0.)
end
else begin
w.secondary <- w.secondary + 1;
radiance w rng (Ray.make point dir) ~min_t:w.options.epsilon ~max_t:infinity ~depth:(depth + 1)
~weight:(weight *. share)
end
in
match m.glassy with
| Some index -> (
let n1, n2 = if inside then (index, 1.) else (1., index) in
match refract ray.direction n ~eta:(n1 /. n2) with
| None -> bounce (reflect ray.direction n) 1.
| Some (through, cos_t) ->
let cos_i = -.Vec3.dot ray.direction n in
let f = schlick ~n1 ~n2 (if n1 <= n2 then cos_i else cos_t) in
let tr, tg, tb = bounce through (1. -. f) and cr, cg, cb = color_of_int color in
add
(times f (bounce (reflect ray.direction n) f))
(times (1. -. f) (tr *. cr /. 255., tg *. cg /. 255., tb *. cb /. 255.)))
| None ->
if m.shiny <= 0. then local
else add (times (1. -. m.shiny) local) (times m.shiny (bounce (reflect ray.direction n) m.shiny))))
let trace (w : world) (ray : Ray.t) ~(min_t : float) ~(max_t : float) : int =
int_of_color (radiance w (ref (Lehmer.scramble w.options.seed)) ray ~min_t ~max_t ~depth:0 ~weight:1.)
let set_pixel (img : Rgba_image.t) ~(x : int) ~(y : int) (rgb : int) : unit =
let i = 4 * ((y * img.width) + x) in
img.rgba.{i} <- (rgb lsr 16) land 0xFF;
img.rgba.{i + 1} <- (rgb lsr 8) land 0xFF;
img.rgba.{i + 2} <- rgb land 0xFF;
img.rgba.{i + 3} <- 0xFF
let pixel (w : world) ~(width : int) ~(height : int) ~(x : int) ~(y : int) : int =
let n = w.options.samples in
let rng = ref (Lehmer.scramble ((w.options.seed * 1_000_003) + (y * width) + x)) in
if n <= 1 then
let ray, min_t, max_t = camera_ray w.scene.camera ~width ~height ~x ~y in
int_of_color (radiance w rng ray ~min_t ~max_t ~depth:0 ~weight:1.)
else
let sum = ref (0., 0., 0.) in
for j = 0 to n - 1 do
for i = 0 to n - 1 do
let px = float_of_int x +. ((float_of_int i +. 0.5) /. float_of_int n)
and py = float_of_int y +. ((float_of_int j +. 0.5) /. float_of_int n) in
let ray, min_t, max_t = camera_ray_through w.scene.camera ~width ~height px py in
let r, g, b = radiance w rng ray ~min_t ~max_t ~depth:0 ~weight:1. in
sum := add !sum (Float.min r 255., Float.min g 255., Float.min b 255.)
done
done;
int_of_color (times (1. /. float_of_int (n * n)) !sum)
let render ?options (scene : scene) ~(width : int) ~(height : int) : Rgba_image.t =
let w = world ?options scene in
let img = Rgba_image.create ~width ~height in
for y = 0 to height - 1 do
for x = 0 to width - 1 do
set_pixel img ~x ~y (pixel w ~width ~height ~x ~y)
done
done;
img
let passes = [ 8; 4; 2; 1 ]
type progress = {
world : world;
img : Rgba_image.t;
mutable todo : int list;
mutable next : int;
mutable rays : int;
mutable changed : bool;
mutable shown : Rgba_image.t option;
}
let start ?options (scene : scene) ~(width : int) ~(height : int) : progress =
{ world = world ?options scene; img = Rgba_image.create ~width ~height; todo = passes; next = 0; rays = 0; changed = false;
shown = None }
let finished (p : progress) : bool = p.todo = []
let rays_shot (p : progress) : int = p.rays
let pass (p : progress) : int = match p.todo with s :: _ -> s | [] -> 1
let advance (p : progress) ~(rays : int) : unit =
let width = p.img.width and height = p.img.height in
let budget = ref rays in
while !budget > 0 && not (finished p) do
match p.todo with
| [] -> ()
| s :: rest ->
let cols = (width + s - 1) / s and rows = (height + s - 1) / s in
if p.next >= cols * rows then begin
p.todo <- rest;
p.next <- 0
end
else begin
let x = p.next mod cols * s and y = p.next / cols * s in
p.next <- p.next + 1;
let done_before = s < List.hd passes && x mod (2 * s) = 0 && y mod (2 * s) = 0 in
if not done_before then begin
let rgb = pixel p.world ~width ~height ~x ~y in
for by = y to Int.min height (y + s) - 1 do
for bx = x to Int.min width (x + s) - 1 do
set_pixel p.img ~x:bx ~y:by rgb
done
done;
p.rays <- p.rays + (p.world.options.samples * p.world.options.samples);
p.changed <- true;
budget := !budget - (p.world.options.samples * p.world.options.samples)
end
end
done
let world_of (p : progress) : world = p.world
let picture (p : progress) : Rgba_image.t =
match p.shown with
| Some img when not p.changed -> img
| _ ->
let copy = Rgba_image.create ~width:p.img.width ~height:p.img.height in
Bigarray.Array1.blit p.img.rgba copy.rgba;
p.shown <- Some copy;
p.changed <- false;
copy