add defocus blur

This commit is contained in:
Rokas Puzonas 2023-11-29 23:35:01 +02:00
parent a99f5e3531
commit e24fe74079
2 changed files with 32 additions and 13 deletions

View File

@ -2,26 +2,39 @@
#include "ray.cpp"
__device__ vec3 random_in_unit_disk(curandState *local_rand_state) {
vec3 p;
do {
p = 2.0f*vec3(curand_uniform(local_rand_state), curand_uniform(local_rand_state), 0) - vec3(1,1,0);
} while(dot(p,p) >= 1.0f);
return p;
}
class camera {
public:
__device__ camera(vec3 lookfrom, vec3 lookat, vec3 vup, float vfov, float aspect) {
__device__ camera(vec3 lookfrom, vec3 lookat, vec3 vup, float vfov, float aspect, float aperture, float focus_dist) {
lens_radius = aperture / 2.0f;
float theta = vfov*M_PI/180;
float half_height = tan(theta/2);
float half_width = aspect*half_height;
origin = lookfrom;
vec3 w = unit_vector(lookfrom - lookat);
vec3 u = unit_vector(cross(vup, w));
vec3 v = cross(w, u);
lower_left_corner = origin - half_width*u - half_height*v - w;
horizontal = 2*half_width*u;
vertical = 2*half_height*v;
w = unit_vector(lookfrom - lookat);
u = unit_vector(cross(vup, w));
v = cross(w, u);
lower_left_corner = origin - focus_dist*(half_width*u + half_height*v + w);
horizontal = 2*half_width*focus_dist*u;
vertical = 2*half_height*focus_dist*v;
}
__device__ ray get_ray(float u, float v) {
return ray(origin, lower_left_corner + u*horizontal + v*vertical - origin);
__device__ ray get_ray(float s, float t, curandState *local_rand_state) {
vec3 rd = lens_radius*random_in_unit_disk(local_rand_state);
vec3 offset = u * rd.x() + v * rd.y();
return ray(origin + offset, lower_left_corner + s*horizontal + t*vertical - origin - offset);
}
vec3 origin;
vec3 lower_left_corner;
vec3 horizontal;
vec3 vertical;
vec3 u, v, w;
float lens_radius;
};

View File

@ -81,7 +81,7 @@ __global__ void render(vec3 *fb,
for (int s = 0; s < ns; s++) {
float u = float(x + curand_uniform(&local_rand_state)) / max_x;
float v = float(y + curand_uniform(&local_rand_state)) / max_y;
ray r = (*cam)->get_ray(u,v);
ray r = (*cam)->get_ray(u,v, &local_rand_state);
col += color(r, world, &local_rand_state);
}
rand_state[pixel_idx] = local_rand_state;
@ -101,11 +101,17 @@ __global__ void create_world(hitable **d_list, int d_list_size, hitable **d_worl
d_list[3] = new sphere(vec3(-1, 0 , -1), 0.5, new dielectric(1.5));
d_list[4] = new sphere(vec3(-1, 0 , -1), -0.45, new dielectric(1.5));
*d_world = new hitable_list(d_list, d_list_size);
*d_camera = new camera(vec3(-2,2,1),
vec3(0,0,-1),
vec3 lookfrom(3,3,2);
vec3 lookat(0,0,-1);
float dist_to_focus = (lookfrom-lookat).length();
float aperture = 2.0f;
*d_camera = new camera(lookfrom, lookat,
vec3(0,1,0),
20.0,
float(nx)/float(ny));
float(nx)/float(ny),
aperture,
dist_to_focus);
}
}