public static void Main3() { int nx = 1280; int ny = 640; int ns = 16; Vector3 lookfrom = new Vector3(-2, 2, 1); Vector3 lookat = new Vector3(0, 0, -1); Vector3 up = new Vector3(0, 1, 0); RayCamera camera = new RayCamera(lookfrom, lookat, up, 35, (float)(nx) / (float)(ny)); HitList list = new HitList(); list.Add(new Sphere(new Vector3(0, 0, -1), 0.5f, new Lambertian(new Vector3(0.1f, 0.2f, 0.5f)))); list.Add(new Sphere(new Vector3(0, -100.5f, -1), 100, new Lambertian(new Vector3(0.8f, 0.8f, 0.0f)))); list.Add(new Sphere(new Vector3(1, 0, -1), 0.5f, new Metal(new Vector3(0.8f, 0.6f, 0.2f), 0.3f))); list.Add(new Sphere(new Vector3(-1, 0, -1), 0.5f, new DielectricShlick(1.5f))); list.Add(new Sphere(new Vector3(-1, 0, -1), -0.45f, new DielectricShlick(1.5f))); Texture2D tex = ImageHelper.CreateImg(nx, ny); for (int j = ny - 1; j >= 0; --j) { for (int i = 0; i < nx; ++i) { Vector3 color = Vector3.zero; for (int k = 0; k < ns; ++k) { float u = (float)(i + Random.Range(0f, 1f)) / (float)(nx); float v = (float)(j + Random.Range(0f, 1f)) / (float)(ny); Ray r = camera.GetRay(u, v); color += RayCast(r, list, 0); } color = color / (float)(ns); color.x = Mathf.Sqrt(color.x); color.y = Mathf.Sqrt(color.y); color.z = Mathf.Sqrt(color.z); ImageHelper.SetPixel(tex, i, j, color); } } ImageHelper.SaveImg(tex, "Img/chapter10_3.png"); Debug.Log("Chapter 10_3 done"); }
public static void Main() { int nx = 1280; int ny = 640; int ns = 8; RayCamera camera = new RayCamera(); HitList list = new HitList(); list.Add(new Sphere(new Vector3(0, 0, -1), 0.5f)); list.Add(new Sphere(new Vector3(0, -100.5f, -1), 100)); Texture2D tex = ImageHelper.CreateImg(nx, ny); Texture2D tex2 = ImageHelper.CreateImg(nx, ny); for (int j = ny - 1; j >= 0; --j) { for (int i = 0; i < nx; ++i) { Vector3 color = Vector3.zero; for (int k = 0; k < ns; ++k) { float u = (float)(i + Random.Range(-1f, 1f)) / (float)(nx); float v = (float)(j + Random.Range(-1f, 1f)) / (float)(ny); Ray r = camera.GetRay(u, v); color += RayCast(r, list); } color = color / (float)(ns); ImageHelper.SetPixel(tex, i, j, color); color.x = Mathf.Pow(color.x, 1 / 2.2f); color.y = Mathf.Pow(color.y, 1 / 2.2f); color.z = Mathf.Pow(color.z, 1 / 2.2f); ImageHelper.SetPixel(tex2, i, j, color); } } ImageHelper.SaveImg(tex, "Img/chapter7_1.png"); ImageHelper.SaveImg(tex2, "Img/chapter7_2.png"); Debug.Log("Done"); }
public static void Main() { int nx = 1280; int ny = 640; int ns = 64; RayCamera camera = new RayCamera(); HitList list = new HitList(); list.Add(new Sphere(new Vector3(0, 0, -1), 0.5f, new Lambertian(new Vector3(0.8f, 0.3f, 0.3f), 0.382f))); list.Add(new Sphere(new Vector3(0, -100.5f, -1), 100, new Lambertian(new Vector3(0.8f, 0.8f, 0.0f), 0.618f))); list.Add(new Sphere(new Vector3(1, 0, -1), 0.5f, new Metal(new Vector3(0.8f, 0.6f, 0.2f), 0.3f))); list.Add(new Sphere(new Vector3(-1, 0, -1), 0.5f, new Metal(new Vector3(0.8f, 0.8f, 0.8f), 1.0f))); Texture2D tex = ImageHelper.CreateImg(nx, ny); for (int j = ny - 1; j >= 0; --j) { for (int i = 0; i < nx; ++i) { Vector3 color = Vector3.zero; for (int k = 0; k < ns; ++k) { float u = (float)(i + Random.Range(-1f, 1f)) / (float)(nx); float v = (float)(j + Random.Range(-1f, 1f)) / (float)(ny); Ray r = camera.GetRay(u, v); color += RayCast(r, list, 0); } color = color / (float)(ns); color.x = Mathf.Sqrt(color.x); color.y = Mathf.Sqrt(color.y); color.z = Mathf.Sqrt(color.z); ImageHelper.SetPixel(tex, i, j, color); } } ImageHelper.SaveImg(tex, "Img/chapter8fuzz2.png"); Debug.Log("Chapter 8 fuzz is done"); }
public static void Main() { int nx = 1280; int ny = 640; int ns = 16; RayCamera camera = new RayCamera(); float R = Mathf.Cos(Mathf.PI / 4); HitList list = new HitList(); list.Add(new Sphere(new Vector3(-R, 0, -1), R, new Lambertian(new Vector3(0f, 0f, 1f)))); list.Add(new Sphere(new Vector3(R, 0, -1), R, new Lambertian(new Vector3(1f, 0f, 0f)))); Texture2D tex = ImageHelper.CreateImg(nx, ny); for (int j = ny - 1; j >= 0; --j) { for (int i = 0; i < nx; ++i) { Vector3 color = Vector3.zero; for (int k = 0; k < ns; ++k) { float u = (float)(i + Random.Range(-1f, 1f)) / (float)(nx); float v = (float)(j + Random.Range(-1f, 1f)) / (float)(ny); Ray r = camera.GetRay(u, v); color += RayCast(r, list, 0); } color = color / (float)(ns); color.x = Mathf.Sqrt(color.x); color.y = Mathf.Sqrt(color.y); color.z = Mathf.Sqrt(color.z); ImageHelper.SetPixel(tex, i, j, color); } } ImageHelper.SaveImg(tex, "Img/chapter10_1.png"); Debug.Log("Chapter 10_1 done"); }
public static void Main() { int nx = 1280; int ny = 640; int ns = 64; // 一个像素需要采样64次 RayCamera camera = new RayCamera(); HitList list = new HitList(); list.Add(new Sphere(new Vector3(0, 0, -1), 0.5f)); list.Add(new Sphere(new Vector3(0, -100.5f, -1), 100)); Texture2D tex = ImageUtils.CreateImg(nx, ny); // pixels are written from left to right, from top to bottom for (int j = ny - 1; j >= 0; j--) { for (int i = 0; i < nx; i++) { Vector3 color = Vector3.zero; // 对于每个射线,随机采样周围的8格,用平均颜色来作为该射线对应像素的颜色 // 一次采样需要解2个一元二次方程组。也就是说,一共需要解1280X640X64X2=104857600个一元二次方程组。 for (int k = 0; k < ns; k++) { float u = (i + Random.Range(-1f, 1f)) / nx; float v = (j + Random.Range(-1f, 1f)) / ny; Ray ray = camera.GetRay(u, v); color += GetColor(ray, list); } color = color / ns; ImageUtils.SetPixel(tex, i, j, color); } } ImageUtils.SaveImg(tex, "OutputImg/chapter08.png"); }