Students taking this course for 4 credits are requied to do this assignment. Students taking this course for 3 credits may do this assignment if the wish; if so, all parts count as optional points for them.
Reference input and output files are included below; the full set can be downloaded as mprayfiles.zip. Do not upload these files as part of your submission: the grading server will supply them instead.
This assignment, like all other assignments, is governed by the common components of MPs.
This programming assignment created 3D imagery using ray tracing. In most other respects, its logistics are similar to the rasterizer assignment: you code in any language you want and your program reads a text file and produces an image file.
Rays will be generated from a point to pass through a grid in the
scene. This corresponds to flat projection,
the same kind that
frustum matrices achieve. Given an image w pixels wide and h pixels high, pixel (x, y)’s ray will be based the following
scalars:
s_x = {{2 x - w} \over {\max(w, h)}}
s_y = {{h - 2 y} \over {\max(w, h)}}
These formulas ensure that s_x and s_y correspond to where on the screen the pixel is: s_x is negative on the left, positive on the right; s_y is negative on the bottom, positive on the top. To turn these into rays we need some additional vectors:
eye
forward
forward
vectors make for a narrow field
of view.
right
up
The ray for a given (s_x, s_y) has
origin eye
and direction forward
+ s_x right
+ s_y up
.
Each ray will might collide with many objects. Each collision can be characterized as o + t \vec{d} for the ray’s origin point o and direction vector \vec{d} and a numeric distance t. Use the closest collision in front of the eye (that is, the collision with the smallest positive t).
Raytracing requires every ray be checked against the full scene of objects. As such your code will proceed in two stages: stage 1 reads the input file and sets up a data structure storing all objects; stage 2 loops over all rays and intersects each with objects in the scene.
Many of the optional parts of this assignment have rays spawn new rays upon collision. As such, most solutions have a function that, given a ray, returns which object it hit (if any) and where that hit occurred (the t value may be enough, but barycentric cordinates may also be useful); that function is called from a separate function that handles lighting, shadows, and so on.
Basic illumination uses Lambert’s law: Sum (object color) times (light color) times (normal dot direction to light) over all lights to find the color of the pixel.
Make all objects two-sided. That is, if the normal points away from the eye (i.e. if \vec d \cdot \vec n > 0), invert it before doing lighting.
Illumination will be in linear space, not sRGB. You’ll need to convert RGB (but not alpha) to sRGB yourself prior to saving the image, using the official sRGB gamma function: L_{\text{sRGB}} = \begin{cases} 12.92 L_{\text{linear}} &\text{if }L_{\text{linear}} \le 0.0031308 \\ 1.055{L_{\text{linear}}}^{1/2.4}-0.055 &\text{if }L_{\text{linear}} > 0.0031308 \end{cases}
Add a sphere with center (x, y, z) and
radius r to the list of objects to be
rendered. The sphere should use the current color as its color (also the
current shininess, tecture, etc. if you add those optional parts).
For the required part you only need to be able to draw the outside surface of spheres.
Add a sun light infinitely far away in the (x,
y, z) direction. That is the
direction to light
vector in
the lighting equation is (x, y, z) no
matter where the object is.
Use the current color as the color of the sunlight.
For the required part you only need to be able to handle scenes with zero light sources and scenes with one light source.
Defines the current color to be r g b,
specified as floating-point values; (0, 0,
0) is black, (1, 1, 1) is white,
(1, 0.5, 0) is orange, etc. You only
need to track one color at a time. If no
color
has been
seen in the input file, use white.
You’ll probably need to map colors to bytes to set the image. First change colors ≤ 0.0 to 0 and colors ≥ 1 to 1; then apply a gamma function; then scale up linearly to the 0–255 byte range. The exact rounding used is not important.
Spheres should cast shadows on other spheres.
Self-shadowing (sometimes called shadow acne
) is a problem
with many shadow implementations. You should avoid that either with ray
origin object IDs (i.e. shadow rays cannot see the sphere that generated
them) or collision biases (i.e. shadow rays cannot see objects until
they get a millionth of a unit away from their origin).
bulb
) (10 points)
defines the plane that satisfies the equation Ax + By + Cz + D = 0
It is common to have spurious shadows near the horizon of planes; the reference image shows an example of this just to the left of the sphere. These can be removed with with more careful handling of shadow acne, but doing so is not required for this assignment.
xyz
and trif
commands, with the same
meaning as in the rasterizer assignment (except ray-traced, not
rasterized).
Triangles can have values interpolated in ray tracing using Barycentric coordinates. Examples of values to interpolate:
Add a spatial bounding hierarchy so that hi-res scenes with thousands of shapes can be rendered in reasonable time.
The basic idea of a bounding hierarchy is simple: have a few large bounding objects, each with pointers to all of the smaller objects they overlap. Only if the ray intersects the bounding object do you need to check any of the objects inside it.
For good performance, you’ll probably need a hierarchy of objects in a tree-like structure. In general, a real object might be pointed to from several bounding objects.
Because the goal of a spatial bunding hierarchy is speed, we require
both that the code has such a hierarchy in use and that it can render
the scene shown here (which uses two suns and contains 1001 spheres) in
less than a second. And yes, this is arbitrary wall-clock time on our
test server, and yes this does disadvantage people writing in Python
(which is tens to hundreds of times slower than the other languages
people are using in this class).
sun
s (5 points)sun
commands; combine all of
their contributions;
Add a point light source centered at (x, y,
z). Use the current color as the color of the bulb. Handle as
many
bulb
s and sun
s as there are in the
scene.
Include fall-off to bulb light: the intensity of the light that is d units away from the illuminated point is 1 \over d^2.
bulb
) (5 points)darkness.
If you add more types of gemetry and lights, shadow casting becomes more
complicated. These points are for handling shadows properly:
+5 points if planes work, +5 if triangles work, +5 if multiple light sources work, +5 if bulbs work.
Self-shadowing is a problem with many shadow implementations. An occasional spurious shadow near the edge of an infinite plane is fine, but otherwise there should be no extraneous shadows.
Render the scene with an exposure function, applied prior to gamma
correction. Use a simple exponential exposure function: \ell_{\text{exposed}} = 1 - e^{\displaystyle
-\ell_{\text{linear}} v}.
aa
, and
trif
) (20 points)
Render the scene with global illumination with depth d. When lighting any point, include as an
additional light the illuminated color of a random ray shot from that
point.
These secondary global illumination
rays should use all of
your usual illumination logic to pick their color, including shininess,
transparency, roughness, and so on if you’ve implemented them. However,
a global illumination ray should only spawn another global illumination
ray if d > 1, with the total number
of global illumination rays generated capped by d.
Distribute the random rays to reflect Lambert’s law. A simple way to do this is to have the ray direction be selected uniformly from inside a sphere centered at the tip of the normal vector with a radius equal to the normal vector’s length.
Future objects have a reflectivity of s, which will always be a number between 0
and 1.
If you implement transparency and shininess, shininess takes
precident; that is, shininess 0.6
and
transparency 0.2
combine to make an object 0.6 shiny, ((1-0.6)
\times 0.2) = 0.08 transparent, and ((1-0.6) \times (1-0.2)) = 0.32 diffuse.
Per page 153 of the glsl spec, the reflected ray’s direction is
\vec{I} - 2(\vec{N} \cdot \vec{I})\vec{N}
… where \vec{I} is the incident vector, \vec{N} the unit-length surface normal.
Bounce ech ray a maximum of 4 times unless you also implement
bounces
.
shininess
) (15 points)
Future objects have a transparency of t, which will always be a number between 0
and 1.
Per page 153 of the glsl spec, the refracted ray’s direction is
k = 1.0 - \eta^2 \big(1.0 - (\vec{N} \cdot \vec{I})^2\big) \eta \vec{I} - \big(\eta (\vec{N} \cdot \vec{I}) + \sqrt{k}\big)\vec{N}
… where \vec{I} is the incident
vector, \vec{N} the unit-length surface
normal, and \eta is the index of
refraction. If k is less than 0 then we
have total internal reflection: use the reflection ray described in
shininess
instead.
Use index of refraction 1.458 unless you also implement
ior
. Bounce ech ray a maximum of 4 times unless you also
implement bounces
.
transparency
) (5 points)ior
has
not been seen (or if you do not implement ior
), use the
index of refraction of pure glass, which is 1.458.
shininess
) (5 points)bounces
has not been seen (or if you do not implement
bounces
), use 4 bounces.
shininess
) (10 points)This involves at least one command (for spheres) and possibly a second (for triangles, if used)
filename.png
load a texture map to be used for all future objects. If
filename.png
does not exist, instead disable texture
mapping for future objects.
Assume the texture is stored in sRGB and convert it to a linear color space prior to using it in rendering.
The texture coordinate used for a sphere should use latitude-longitude style coordinates. In particular, map the point at
The standard math library routine atan2
is likely to
help in computing these coordinates.
See also Interpolate triangles for the
texcoord
and trit
commands.
eye
location used in generating rays
change the
forward
direction used in generating rays. Then
change the up
and right
vectors to be
perpendicular to the new forward
. Keep up
as
close to the original up
as possible.
The usual way to make a movable vector \vec{m} perpendicular to a fixed vector \vec{f} is to find a vector perpendicualr to both (\vec{p} = \vec{f} \times \vec{m}) and then change the movable vector to be perpendicular to the fixed vector and this new vector (\vec{m}\prime = \vec{p} \times \vec{f}).
up
direction used in generating rays. Don’t use
the provided up
directly; instead use the closest possible
up
that is perpendicular to the existing
forward
. Then change the right
vector to be
perpendicular to forward
and up
.
find the ray of each pixel differently; in particular,
forward
,
and thereafter use a normalized forward
vector for this
computation.right
, s_y
up
, and \sqrt{1-r^2}
forward
.forward
in the center of
the screen.
simulate depth-of-field with the given focal depth and lens radius.
Instead of the ray you would normally shoot from a given pixel, shoot a
different ray that intersects with the standard ray at distance focus but has its origin moved randomly to a
different location within lens of the
standard ray origin. Keep the ray origin within the camera plane (that
is, add multiples of the
right
and up
vectors
but not forward
.
If you do dof
and fisheye
or
panorama
, you do not need to (but may) implement
dof
for those alternative projections.
For real raytracers, speed is all-important: the amount of fancy things an artist can afford to do is based on how quickly the basics can be handled. These scenes are not for credit, but will give you some examples to play with if you want to try to get your code fast.
My reference implementation can render this image in just under 1 minute
on my desktop computer or just under 4 minutes on my laptop. It makes
use of multiple suns,
aa
, dof
,
shininess
, roughness
, and plane
.
If I disable all of those, it runs in 0.2 seconds (desktop) or 0.8
seconds (laptop).
This scene is suitable for an even faster implementation because its objects are all about the same size, have little overlap, and are roughly evenly distributed across the scene, meaning more highly tuned BVH are possible.
This image has half as many spheres and half the anti-aliasing of the
previous image, but takes almost as long (50 seconds on my desktop)
because the spheres vary a lot in size and overlap a lot, which makes
acceleration more difficult.
This image has 1715 triangles, 1 plane, and 2 spheres. It uses
transparency, shininess, anti-aliasing, exposure, fisheye, and global
illumination. On my desktop my reference implementation renders it in 55
seconds.
These scene also reveals some features missing from this MP, notably on the transparent sphere which lacks Fresnel-effect reflections and does not exhibit caustics: there should be a focussed spot of light in the center of that sphere’s shadow where the sphere acts as a lens fucussing the sunlight.