Implement acceleration tree
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f44716e2c4
commit
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4 changed files with 66 additions and 76 deletions
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@ -1,4 +1,4 @@
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use cgmath::{vec2, vec3, Vector2, Vector3, Zero};
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use cgmath::{vec3, Vector2, Vector3, Zero};
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use std::f32::{MAX, MIN};
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@ -38,10 +38,59 @@ impl<'a> AccelerationData<'a> {
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}
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pub fn find_closest_hit(&self, ray: &Ray) -> Option<Intersection> {
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let mut closest_index = -1;
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let mut closest_distance = MAX;
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let mut barycentric = Vector2::zero();
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self.traverse_tree(|_, aabb| {
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if aabb.intersect(ray) {
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// check if node is a leaf
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if aabb.start_index != -1 {
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for i in aabb.start_index..aabb.end_index {
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let mut t = 0.0;
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let mut tmp_bary = Vector2::zero();
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if self.triangles[i as usize].intersect_mt(ray, &mut t, &mut tmp_bary) {
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if t < closest_distance {
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closest_index = i as i32;
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closest_distance = t;
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barycentric = tmp_bary;
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}
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}
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}
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}
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true
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} else {
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false
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}
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});
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if closest_index == -1 {
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None
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} else {
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Some(Intersection::new(
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closest_distance,
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self.triangles[closest_index as usize].clone(),
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barycentric,
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))
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}
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}
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pub fn print_tree(&self) {
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self.traverse_tree(|index, aabb| {
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print_aabb(index, aabb);
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true
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})
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}
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}
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// private
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impl<'a> AccelerationData<'a> {
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fn traverse_tree<F>(&self, mut f: F)
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where
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F: FnMut(usize, &AABB) -> bool,
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{
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let mut discovered = vec![false; 1024];
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let mut stack = Vec::new();
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@ -57,8 +106,7 @@ impl<'a> AccelerationData<'a> {
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discovered[v] = true;
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print_aabb(v, self.data[v]);
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if (f)(v, &self.data[v]) {
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let left_child = self.data[v].left_child;
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if left_child != -1 {
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if !discovered[left_child as usize] {
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@ -74,10 +122,8 @@ impl<'a> AccelerationData<'a> {
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}
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}
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}
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}
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}
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// private
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impl<'a> AccelerationData<'a> {
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fn create_leaf_nodes(input_data: &[Triangle], triangles_per_as: u32) -> Vec<AABB> {
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let mut acceleration_data = Vec::new();
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@ -178,6 +224,6 @@ impl<'a> AccelerationData<'a> {
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}
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}
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fn print_aabb(index: usize, aabb: AABB) {
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fn print_aabb(index: usize, aabb: &AABB) {
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println!("({}):\t{:?}", index, aabb);
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}
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@ -1,9 +1,7 @@
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use cgmath::{vec2, vec3, Vector2, Vector3, Zero};
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use cgmath::Vector2;
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use crate::triangle::Triangle;
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use std::f32::MAX;
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pub struct Intersection {
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pub distance: f32,
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pub triangle: Triangle,
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@ -18,12 +16,4 @@ impl Intersection {
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barycentric,
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}
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}
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pub fn zero() -> Intersection {
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Intersection {
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distance: MAX,
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triangle: Triangle::zero(),
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barycentric: Vector2::zero(),
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}
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}
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}
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33
src/main.rs
33
src/main.rs
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@ -49,7 +49,6 @@ fn generate_grid(width: u32, height: u32) -> Vec<Triangle> {
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fn main() {
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let input_data = generate_grid(5, 5);
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/*
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let camera = Camera::new(
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vec3(0.0, -4.0, 4.0),
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vec3(0.0, 0.0, 0.0),
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@ -57,15 +56,6 @@ fn main() {
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45.0,
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1280.0 / 720.0,
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);
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*/
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let camera = Camera::new(
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vec3(0.0, 0.0, 3.0),
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vec3(0.0, 0.0, 0.0),
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vec3(0.0, 1.0, 1.0),
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45.0,
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1280.0 / 720.0,
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);
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debug_raytracer_camera(1280, 720, &camera, &input_data);
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}
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@ -95,29 +85,6 @@ fn debug_raytracer_camera(dim_x: u32, dim_y: u32, camera: &Camera, data: &[Trian
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fn pixel_color(ray: &Ray, acceleration_data: &AccelerationData) -> Vector3<f32> {
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let mut final_color = vec3(0.0, 1.0, 0.0);
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/*
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let mut closest_value = MAX;
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let mut closest_index = -1;
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let mut barycentric = Vector2::zero();
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for accel in acceleration_data.iter() {
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if accel.intersect(ray) {
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for i in accel.start_index..accel.end_index {
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let mut t = 0.0;
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let mut tmp_bary = Vector2::zero();
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if data[i].intersect_mt(ray, &mut t, &mut tmp_bary) {
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if t < closest_value {
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closest_index = i as i32;
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closest_value = t;
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barycentric = tmp_bary;
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}
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}
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}
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}
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}
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*/
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if let Some(intersection) = acceleration_data.find_closest_hit(ray) {
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let triangle = intersection.triangle;
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@ -1,4 +1,4 @@
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use cgmath::{InnerSpace, Vector2, Vector3, Zero};
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use cgmath::{InnerSpace, Vector2, Vector3};
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use super::ray::Ray;
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@ -15,15 +15,9 @@ impl Vertex {
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texture_coordinate,
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}
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}
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pub fn zero() -> Vertex {
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Vertex {
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position: Vector3::zero(),
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texture_coordinate: Vector2::zero(),
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}
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}
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}
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#[derive(Clone)]
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pub struct Triangle {
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pub vertices: [Vertex; 3],
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pub color: Vector3<f32>,
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}
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}
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pub fn zero() -> Triangle {
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Triangle {
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vertices: [Vertex::zero(); 3],
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color: Vector3::zero(),
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}
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}
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// source: https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/moller-trumbore-ray-triangle-intersection
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pub fn intersect_mt(&self, ray: &Ray, t: &mut f32, barycentric: &mut Vector2<f32>) -> bool {
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let v0v1 = self.vertices[1].position - self.vertices[0].position;
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