#include #include #include #include #include #include #include #include #include "Vector3.h" #include "Sphere.h" #include "Plane.h" // Define the photon struct Photon { Vector3 position; Vector3 direction; Vector3 power; Photon(const Vector3& pos, const Vector3& dir, const Vector3& pow) : position(pos), direction(dir), power(pow) {} }; // Define a simple plane // Random number generators std::mt19937 rng; std::uniform_real_distribution uni_dist(0.0, 1.0); // Random unit vector in a sphere Vector3 random_unit_vector() { double theta = 2 * M_PI * uni_dist(rng); double z = 2 * uni_dist(rng) - 1; double r = std::sqrt(1 - z*z); return Vector3(r * std::cos(theta), r * std::sin(theta), z); } // Random direction in hemisphere around normal Vector3 random_hemisphere_direction(const Vector3& normal) { Vector3 dir = random_unit_vector(); if (dir.dot(normal) < 0) { dir = dir * -1; } return dir; } // Global variables std::vector photon_map; std::vector objects; // Pointers to objects std::vector object_types; // 0 for Sphere, 1 for Plane int ray_number = 0; int photon_number = 0; // Scene setup Sphere sphere(Vector3(0, 0, -5), 1.0, Vector3(1, 0, 0)); // Red sphere Plane plane(Vector3(0, -1, 0), Vector3(0, 1, 0), Vector3(0.5, 0.5, 0.5)); // Gray plane // Light source Vector3 light_position(-5, 5, -5); Vector3 light_power(1000.0, 1000.0, 1000.0); // Intense white light, will scale in code // Functions void emit_photons(const int num_photons, const int max_depth); void trace_photon(Photon photon, int depth, const int max_depth); Vector3 trace_ray(const Vector3& ray_origin, const Vector3& ray_direction, const double gather_radius); Vector3 compute_direct_light(const Vector3& point, const Vector3& normal); Vector3 estimate_radiance(const Vector3& point, const Vector3& normal, const double gather_radius); // Main execution int main(int argc, char* argv[]) { auto start = std::chrono::high_resolution_clock::now(); // Start timer int num_photons = 10000; int max_depth = 5; double gather_radius = 0.5; if (argc > 1) { num_photons = std::atoi(argv[1]); if (num_photons <= 0) { std::cerr << "Invalid number of photons. Using default: 10000" << std::endl; num_photons = 10000; } } if (argc > 2) { max_depth = std::atoi(argv[2]); if (max_depth < 0) { std::cerr << "Invalid max_depth. Using default: 5" << std::endl; max_depth = 5; } } if (argc > 3) { gather_radius = std::atof(argv[3]); if (gather_radius <= 0) { std::cerr << "Invalid gather_radius. Using default: 0.5" << std::endl; gather_radius = 0.5; } } std::cout << "Number of photons: " << num_photons << std::endl; std::cout << "Max depth: " << max_depth << std::endl; std::cout << "Gather radius: " << gather_radius << std::endl; // Seed random number generator rng.seed(std::random_device()()); std::cout << "Emitting photons..." << std::endl; // Add objects to the scene objects.push_back(&sphere); object_types.push_back(0); objects.push_back(&plane); object_types.push_back(1); emit_photons(num_photons, max_depth); const int photons_in_map = photon_map.size(); std::cout << "Rendering image..." << std::endl; int width = 200; int height = 100; std::vector image(width * height); double aspect_ratio = double(width) / height; double fov = M_PI / 3.0; // 60 degrees field of view for (int y = 0; y < height; ++y) { for (int x = 0; x < width; ++x) { // Convert pixel coordinate to camera ray double px = (2 * (x + 0.5) / double(width) - 1) * tan(fov / 2.0) * aspect_ratio; double py = (1 - 2 * (y + 0.5) / double(height)) * tan(fov / 2.0); Vector3 ray_origin(0, 0, 0); Vector3 ray_direction = Vector3(px, py, -1).normalize(); Vector3 color = trace_ray(ray_origin, ray_direction, gather_radius); image[y * width + x] = Vector3( std::min(color.x, 1.0), std::min(color.y, 1.0), std::min(color.z, 1.0) ); } } // Save image to PPM file std::ofstream ofs("render.ppm"); ofs << "P3\n" << width << " " << height << "\n255\n"; double gamma = 1.0 / 2.2; // Corrected gamma division for (const auto& pixel : image) { int r = static_cast(std::pow(pixel.x, gamma) * 255); int g = static_cast(std::pow(pixel.y, gamma) * 255); int b = static_cast(std::pow(pixel.z, gamma) * 255); // Clamp values between 0 and 255 r = std::max(0, std::min(255, r)); g = std::max(0, std::min(255, g)); b = std::max(0, std::min(255, b)); ofs << r << " " << g << " " << b << "\n"; } ofs.close(); std::cout << "Image generated" << std::endl; std::cout << "width: " << width << std::endl; std::cout << "height: " << width << std::endl; std::cout << "photons in map: " << photons_in_map << std::endl; std::cout << "count of photons: " << photon_number << std::endl; std::cout << "count of rays: " << ray_number << std::endl; std::cout << "Image saved to render.ppm" << std::endl; std::chrono::duration elapsed = std::chrono::high_resolution_clock::now() - start; std::cout << "Execution time: " << elapsed.count() << " seconds" << std::endl; return 0; } void emit_photons(const int num_photons, const int max_depth) { Vector3 per_photon_power = light_power / num_photons; // Scale light power per photon for (int i = 0; i < num_photons; ++i) { Vector3 direction = random_unit_vector(); Photon photon(light_position, direction, per_photon_power); trace_photon(photon, 0, max_depth); } } void trace_photon(Photon photon, int depth, const int max_depth) { photon_number++; if (depth > max_depth) { return; } double closest_t = std::numeric_limits::infinity(); void* hit_object = nullptr; int hit_type = -1; Vector3 hit_point, normal; // Find the nearest intersection for (size_t i = 0; i < objects.size(); ++i) { double t; Vector3 temp_hit_point, temp_normal; bool hit = false; if (object_types[i] == 0) { Sphere* obj = static_cast(objects[i]); hit = obj->intersect(photon.position, photon.direction, t, temp_hit_point, temp_normal); } else if (object_types[i] == 1) { Plane* obj = static_cast(objects[i]); hit = obj->intersect(photon.position, photon.direction, t, temp_hit_point, temp_normal); } if (hit && t < closest_t) { closest_t = t; hit_object = objects[i]; hit_type = object_types[i]; hit_point = temp_hit_point; normal = temp_normal; } } if (hit_object) { photon_map.push_back(Photon(hit_point, photon.direction, photon.power)); // Diffuse reflection Vector3 new_direction = random_hemisphere_direction(normal); photon.position = hit_point; photon.direction = new_direction; // Absorb some power photon.power = photon.power * 0.8; // Simple absorption trace_photon(photon, depth + 1, max_depth); } } Vector3 trace_ray(const Vector3& ray_origin, const Vector3& ray_direction, const double gather_radius) { ray_number++; double closest_t = std::numeric_limits::infinity(); void* hit_object = nullptr; int hit_type = -1; Vector3 hit_point, normal; Vector3 obj_color; // Find the nearest intersection for (size_t i = 0; i < objects.size(); ++i) { double t; Vector3 temp_hit_point, temp_normal; bool hit = false; if (object_types[i] == 0) { Sphere* obj = static_cast(objects[i]); hit = obj->intersect(ray_origin, ray_direction, t, temp_hit_point, temp_normal); if (hit) obj_color = obj->color; } else if (object_types[i] == 1) { Plane* obj = static_cast(objects[i]); hit = obj->intersect(ray_origin, ray_direction, t, temp_hit_point, temp_normal); if (hit) obj_color = obj->color; } if (hit && t < closest_t) { closest_t = t; hit_object = objects[i]; hit_type = object_types[i]; hit_point = temp_hit_point; normal = temp_normal; } } if (hit_object) { Vector3 direct_light = compute_direct_light(hit_point, normal); Vector3 indirect_light = estimate_radiance(hit_point, normal, gather_radius); return obj_color * (direct_light + indirect_light); // Component-wise multiplication } else { return Vector3(0, 0, 0); // Background color } } Vector3 compute_direct_light(const Vector3& point, const Vector3& normal) { // Simple Lambertian reflection from light source Vector3 direction_to_light = (light_position - point).normalize(); // Shadow ray Vector3 shadow_origin = point + normal * 1e-5; Vector3 shadow_ray = direction_to_light; bool in_shadow = false; for (size_t i = 0; i < objects.size(); ++i) { double t; Vector3 temp_hit_point, temp_normal; bool hit = false; if (object_types[i] == 0) { Sphere* obj = static_cast(objects[i]); hit = obj->intersect(shadow_origin, shadow_ray, t, temp_hit_point, temp_normal); } else if (object_types[i] == 1) { Plane* obj = static_cast(objects[i]); hit = obj->intersect(shadow_origin, shadow_ray, t, temp_hit_point, temp_normal); } if (hit) { in_shadow = true; break; } } if (in_shadow) { return Vector3(0, 0, 0); } else { double intensity = std::max(0.0, normal.dot(direction_to_light)); double distance2 = (light_position - point).dot(light_position - point); return (light_power * intensity) / (4 * M_PI * distance2); } } Vector3 estimate_radiance(const Vector3& point, const Vector3& normal, const double gather_radius) { // Gather photons within the gather_radius Vector3 accumulated_power(0.0, 0.0, 0.0); for (const auto& photon : photon_map) { double distance = (photon.position - point).norm(); if (distance < gather_radius) { double weight = std::max(0.0, normal.dot((-photon.direction).normalize())); accumulated_power = accumulated_power + photon.power * weight; } } double area = M_PI * gather_radius * gather_radius; return accumulated_power / area; // Removed division by num_photons }