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feat: add diffusion with gamma-correction

This commit is contained in:
Rokas Puzonas 2022-03-13 19:40:15 +02:00
parent 8ec8b93845
commit 497bb5776c
4 changed files with 90036 additions and 90008 deletions

12
color.h
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@ -1,16 +1,20 @@
#ifndef COLOR_H
#define COLOR_H
#include "vec3.h"
#include "rtweekend.h"
#include <iostream>
void write_color(std::ostream &out, color pixel_color, int samples_per_pixel) {
auto r = pixel_color.x();
auto g = pixel_color.y();
auto b = pixel_color.z();
// Divide the color by the number of samples and gamma-correct for gamma=2.0
auto scale = 1.0 / samples_per_pixel;
auto r = pixel_color.x() * scale;
auto g = pixel_color.y() * scale;
auto b = pixel_color.z() * scale;
r = sqrt(scale * r);
g = sqrt(scale * g);
b = sqrt(scale * b);
// Write the translated [0,255] value of each color component
out << static_cast<int>(256 * clamp(r, 0.0, 0.999)) << " "

179998
image.ppm

File diff suppressed because it is too large Load Diff

17
main.cc
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@ -7,10 +7,16 @@
#include <iostream>
color ray_color(const ray& r, const hittable& world) {
color ray_color(const ray& r, const hittable& world, int depth) {
hit_record rec;
// If we've exceeded the ray bounce limit, no more light is gathered.
if (depth <= 0)
return color(0, 0, 0);
if (world.hit(r, 0, infinity, rec)) {
return 0.5 * (rec.normal + color(1, 1, 1));
point3 target = rec.p + rec.normal + random_in_unit_sphere();
return 0.5 * ray_color(ray(rec.p, target - rec.p), world, depth-1);
}
vec3 unit_direction = unit_vector(r.direction());
@ -23,7 +29,8 @@ int main() {
const auto aspect_ratio = 16.0 / 9.0;
const int image_width = 400;
const int image_height = static_cast<int>(image_width / aspect_ratio);
const int samples_per_pixel = 10;
const int samples_per_pixel = 32;
const int max_depth = 25;
// World
hittable_list world;
@ -34,7 +41,7 @@ int main() {
camera cam;
// Render
std::cout<<"P3\n"<<image_width<<" "<<image_height<<"\n255\n";
std::cout<<"P3\n" <<image_width<<" "<<image_height<<"\n255\n";
for (int j = image_height-1; j >= 0; --j) {
std::cerr<<"\rScanlines remaining: "<<j<<" "<<std::flush;
for (int i = 0; i < image_width; ++i) {
@ -43,7 +50,7 @@ int main() {
auto u = (i + random_double()) / (image_width-1);
auto v = (j + random_double()) / (image_height-1);
ray r = cam.get_ray(u, v);
pixel_color += ray_color(r, world);
pixel_color += ray_color(r, world, max_depth);
}
write_color(std::cout, pixel_color, samples_per_pixel);
}

17
vec3.h
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@ -1,6 +1,7 @@
#ifndef VEC3_H
#define VEC3_H
#include "rtweekend.h"
#include <cmath>
#include <iostream>
@ -45,6 +46,14 @@ class vec3 {
return e[0]*e[0] + e[1]*e[1] + e[2]*e[2];
}
inline static vec3 random() {
return vec3(random_double(), random_double(), random_double());
}
inline static vec3 random(double min, double max) {
return vec3(random_double(min, max), random_double(min, max), random_double(min, max));
}
public:
double e[3];
};
@ -95,6 +104,14 @@ inline vec3 cross(const vec3 &u, const vec3 &v) {
u.e[0] * v.e[1] - u.e[1] * v.e[0]);
}
vec3 random_in_unit_sphere() {
while(true) {
auto p = vec3::random(-1, 1);
if (p.length_squared() >= 1) continue;
return p;
}
}
inline vec3 unit_vector(vec3 v) {
return v / v.length();
}