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494 ruff findings to 0, and mypy --strict is clean too -- the first course in this campaign where that is true of both. Two real bugs turned up on the way, neither of which ruff can see: - `main.py` passed `args.environment_map` to `ray_trace`, and argparse only ever defined `--environment`. Every `--algorithm ray_tracing0` run died with AttributeError before rendering a pixel, so `rendering.py` -- the largest file in the course -- had no way to be exercised at all. - `mouse_button` in the environment-map viewer assigned `mouse_last_x/y` without declaring them `global`, so the drag origin went to locals and was thrown away. Measured against HEAD: a 10x5 px drag turned the camera by 11.0/20.5 degrees because it measured from (0, 0); it is 1.0/0.5 now, which is what the 0.1 degrees-per-pixel constant says it should be. Fixing the first one is what made the rest safe. `ray_tracing0` has no RNG anywhere in it, so it renders byte-identically every time, and the whole refactor of `rendering.py` is verified by one md5 comparison: 02484bdb6b6c1ddeff317d7e5566580f, 248619 rays, before and after. The cornell_box path cannot do that -- its ray count drifts by ~20 between identical runs. Three files were over the 250-line cap and are now split, geometry away from the algorithm that uses it: rendering.py 462 -> 137 + raytracer.py, photon_mapping.py 261 -> 160 + photon_geometry.py, and code/photonmapping/python/main.py 257 -> 203 + geometry.py. No TRAK source file is over the cap now. The two photon mappers do use numpy's legacy global RNG, so NPY002 could not be bit-identical. Each was done in two steps: restructure first, verified identical under an external seed (digests 7220370f60206a62 and 21b4771504ab2351, and an identical 828 photon traces), then the swap to `default_rng` on its own, checked against the before/after distributions. Verified by running, not by reading: - cornell_box through `./run.sh run Programming/TRAK`: 24.27s, 13294 rays - all five scenes build after `from sightpy import *` became explicit imports - the standalone photon mapper end to end: 81.4s, 38742 photon traces - the EXR loader byte for byte: a0c3890350ce6101247c6948, 6291456 bytes - the GLUT viewer under xvfb-run, which drew a real 1024x512 frame `pyproject.toml` gains a mypy override for Imath, OpenEXR, OpenGL and matplotlib. Those four ship neither stubs nor py.typed, and without it mypy cannot import them at all and so reports nothing else about the file. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
205 lines
6.8 KiB
Python
Executable File
205 lines
6.8 KiB
Python
Executable File
#!/usr/bin/env python3
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"""Standalone photon mapper: scatter photons from the light, then gather them.
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The lab version, kept whole: the scene, the light and the photon map are
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module-level state, and running the file emits photons, renders a 100x100
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image and shows it. `Programming/TRAK/photon_mapping.py` is the later
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parameterised rewrite of the same algorithm.
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"""
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from __future__ import annotations
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import logging
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import time
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from typing import cast
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import matplotlib.pyplot as plt
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import numpy as np
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from geometry import Photon, Plane, Sphere, Surface, Vector3
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logger = logging.getLogger(__name__)
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# Shadow rays start this far off the surface they were cast from.
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_SHADOW_OFFSET = 1e-5
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# Fraction of its power a photon keeps across one diffuse bounce.
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_BOUNCE_ABSORPTION = 0.8
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# One generator for the whole module, matching the module-level scene below.
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_rng = np.random.default_rng()
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# Scene setup
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sphere = Sphere(Vector3(0, 0, -5), 1.0, np.array([1, 0, 0])) # Red sphere
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plane = Plane(
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Vector3(0, -1, 0), Vector3(0, 1, 0), np.array([0.5, 0.5, 0.5])
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) # Gray plane
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objects: list[Surface] = [sphere, plane]
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# Light source
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light_position = Vector3(-5, 5, -5)
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light_power = np.array([1, 1, 1]) * 1000 # Intense white light
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# Photon map
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photon_map: list[tuple[Vector3, np.ndarray]] = []
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# Parameters
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num_photons = 10000 # Number of photons to emit
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max_depth = 5 # Maximum number of bounces
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gather_radius = 0.5 # Radius for radiance estimation
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def random_unit_vector() -> Vector3:
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"""Draw a direction uniformly over the sphere."""
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theta = _rng.uniform(0, 2 * np.pi)
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z = _rng.uniform(-1, 1)
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r = np.sqrt(1 - z * z)
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return Vector3(r * np.cos(theta), r * np.sin(theta), z)
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def random_hemisphere_direction(normal: Vector3) -> Vector3:
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"""Draw a direction uniformly over the hemisphere around `normal`."""
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direction = random_unit_vector()
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if direction.dot(normal) < 0:
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direction = Vector3(-direction.x, -direction.y, -direction.z)
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return direction
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def nearest_hit(
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ray_origin: Vector3, ray_direction: Vector3
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) -> tuple[Surface, Vector3, Vector3] | None:
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"""Return the closest surface the ray meets, with its point and normal."""
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closest_t = np.inf
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hit_object = None
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hit_info = None
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# Find the nearest intersection
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for obj in objects:
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result = obj.intersect(ray_origin, ray_direction)
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if result:
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t, hit_point, normal = result
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if t < closest_t:
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closest_t = t
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hit_object = obj
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hit_info = (hit_point, normal)
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if hit_object is None or hit_info is None:
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return None
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return (hit_object, hit_info[0], hit_info[1])
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def trace_photon(photon: Photon, depth: int) -> int:
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"""Bounce one photon, recording each landing, and return the traces made.
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The count is what the original `global PHOTONS` accumulated: one per call,
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bounces included.
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"""
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if depth > max_depth:
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return 1
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hit = nearest_hit(photon.position, photon.direction)
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if hit is None:
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return 1
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_, hit_point, normal = hit
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photon_map.append((hit_point, photon.power))
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# Diffuse reflection
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photon.position = hit_point
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photon.direction = random_hemisphere_direction(normal)
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# Absorb some power
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photon.power = photon.power * _BOUNCE_ABSORPTION # Simple absorption
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return 1 + trace_photon(photon, depth + 1)
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def emit_photons() -> int:
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"""Emit `num_photons` from the light and return the total traces made."""
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traces = 0
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for _ in range(num_photons):
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# Emit photons in random directions from the light source
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direction = random_unit_vector()
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power = light_power / num_photons
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traces += trace_photon(Photon(light_position, direction, power), 0)
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return traces
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def compute_direct_light(point: Vector3, normal: Vector3) -> np.ndarray:
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"""Return the light arriving straight from the source, or black if shadowed."""
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# Simple Lambertian reflection from light source
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direction_to_light = (light_position - point).normalize()
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# Shadow ray
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shadow_origin = point + normal * _SHADOW_OFFSET
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for obj in objects:
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if obj.intersect(shadow_origin, direction_to_light):
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return np.array([0, 0, 0])
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intensity = max(0, normal.dot(direction_to_light))
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return intensity * light_power / (4 * np.pi * (light_position - point).norm() ** 2)
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def estimate_radiance(point: Vector3, normal: Vector3) -> np.ndarray:
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"""Gather the photons within `gather_radius` of `point` into a radiance."""
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accumulated_power = np.array([0.0, 0.0, 0.0])
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for photon_pos, photon_power in photon_map:
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distance = (photon_pos - point).norm()
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if distance < gather_radius:
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weight = max(0, normal.dot((photon_pos - point).normalize()))
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accumulated_power += photon_power * weight
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area = np.pi * gather_radius**2
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return accumulated_power / (area * num_photons)
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def trace_ray(ray_origin: Vector3, ray_direction: Vector3) -> np.ndarray:
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"""Shade one camera ray with direct light plus gathered photons."""
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hit = nearest_hit(ray_origin, ray_direction)
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if hit is None:
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return np.array([0, 0, 0]) # Background color
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hit_object, hit_point, normal = hit
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direct_light = compute_direct_light(hit_point, normal)
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indirect_light = estimate_radiance(hit_point, normal)
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return cast("np.ndarray", hit_object.color * (direct_light + indirect_light))
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def render_image(width: int, height: int) -> np.ndarray:
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"""Shoot one camera ray per pixel and return the `height` x `width` image."""
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aspect_ratio = width / height
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fov = np.pi / 3 # 60 degrees field of view
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image = np.zeros((height, width, 3))
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for y in range(height):
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for x in range(width):
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# Convert pixel coordinate to camera ray
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px = (2 * (x + 0.5) / width - 1) * np.tan(fov / 2) * aspect_ratio
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py = (1 - 2 * (y + 0.5) / height) * np.tan(fov / 2)
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ray_direction = Vector3(px, py, -1).normalize()
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image[y, x, :] = np.clip(trace_ray(Vector3(0, 0, 0), ray_direction), 0, 1)
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return image
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def main() -> None:
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"""Emit photons, render the image and show it."""
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logger.info("Emitting photons...")
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photon_traces = emit_photons()
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logger.info("Rendering image...")
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width = 100
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height = 100
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t0 = time.time()
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image = render_image(width, height)
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logger.info(
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"Render Took: %ss\nresolution: %sx%s\nphotons (emitted): %s\n"
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"photons (reflected): %s\nphotons (total): %s\nrays: %s",
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round(time.time() - t0, 2),
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width,
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height,
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num_photons,
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photon_traces - num_photons,
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photon_traces,
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width * height,
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)
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# Display the image
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plt.imshow(image)
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plt.axis("off")
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plt.show()
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# Main execution
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if __name__ == "__main__":
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logging.basicConfig(format="%(message)s", level=logging.INFO)
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main()
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