Implement AABB and BVH.

This commit is contained in:
Bill Thiede 2018-09-16 18:59:27 -07:00
parent a4556212ed
commit 11a7cc6f08
10 changed files with 318 additions and 8 deletions

45
rtiow/src/aabb.rs Normal file
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@ -0,0 +1,45 @@
use ray::Ray;
use vec3::Vec3;
#[derive(Clone)]
pub struct AABB {
pub min: Vec3,
pub max: Vec3,
}
impl AABB {
pub fn new(min: Vec3, max: Vec3) -> AABB {
AABB { min, max }
}
pub fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> bool {
let mut t_min = t_min;
let mut t_max = t_max;
for axis in 0..3 {
let t0 = ((self.min[axis] - r.origin[axis]) / r.direction[axis])
.min((self.max[axis] - r.origin[axis]) / r.direction[axis]);
let t1 = ((self.min[axis] - r.origin[axis]) / r.direction[axis])
.max((self.max[axis] - r.origin[axis]) / r.direction[axis]);
t_min = t0.max(t_min);
t_max = t1.min(t_max);
if t_max <= t_min {
return false;
}
}
true
}
}
pub fn surrounding_box(box0: &AABB, box1: &AABB) -> AABB {
let min = Vec3::new(
box0.min.x.min(box1.min.x),
box0.min.y.min(box1.min.y),
box0.min.z.min(box1.min.z),
);
let max = Vec3::new(
box0.max.x.max(box1.max.x),
box0.max.y.max(box1.max.y),
box0.max.z.max(box1.max.z),
);
AABB::new(min, max)
}

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@ -11,6 +11,7 @@ use std::time::Instant;
use rand::Rng;
use structopt::StructOpt;
use rtiow::bvh::BVH;
use rtiow::camera::Camera;
use rtiow::cube::Cube;
use rtiow::hitable::Hit;
@ -111,7 +112,63 @@ fn build_scene_book(opt: &Opt) -> Scene {
time_min,
time_max,
);
let world = HitableList::new(random_scene());
let world: Box<Hit> = Box::new(HitableList::new(random_scene()));
Scene {
camera,
world,
subsamples: opt.subsamples,
width: opt.width,
height: opt.height,
}
}
fn build_scene_bvh(opt: &Opt) -> Scene {
let lookfrom = Vec3::new(3., 3., 2.);
let lookat = Vec3::new(0., 0., -1.);
let dist_to_focus = (lookfrom - lookat).length();
let aperture = 0.1;
let time_min = 0.;
let time_max = 1.;
let camera = Camera::new(
lookfrom,
lookat,
Vec3::new(0., 1., 0.),
45.,
opt.width as f32 / opt.height as f32,
aperture,
dist_to_focus,
time_min,
time_max,
);
let world: Box<Hit> = Box::new(BVH::new(
vec![
Box::new(Sphere::new(
Vec3::new(0., 0., -1.),
0.5,
Box::new(Lambertian::new(Vec3::new(0.1, 0.2, 0.5))),
)),
Box::new(Sphere::new(
Vec3::new(0., -100.5, -1.),
100.,
Box::new(Lambertian::new(Vec3::new(0.8, 0.8, 0.8))),
)),
Box::new(Sphere::new(
Vec3::new(1., 0., -1.),
0.5,
Box::new(Metal::new(Vec3::new(0.6, 0.6, 0.6), 0.2)),
)),
Box::new(MovingSphere::new(
Vec3::new(-1., 0., -1.25),
Vec3::new(-1., 0., -0.75),
0.5,
time_min,
time_max,
Box::new(Lambertian::new(Vec3::new(0.2, 0.8, 0.2))),
)),
],
time_min,
time_max,
));
Scene {
camera,
world,
@ -139,7 +196,7 @@ fn build_scene_tutorial(opt: &Opt) -> Scene {
time_min,
time_max,
);
let world = HitableList::new(vec![
let world: Box<Hit> = Box::new(HitableList::new(vec![
Box::new(Sphere::new(
Vec3::new(0., 0., -1.),
0.5,
@ -163,7 +220,7 @@ fn build_scene_tutorial(opt: &Opt) -> Scene {
1.,
Box::new(Lambertian::new(Vec3::new(0.2, 0.8, 0.2))),
)),
]);
]));
Scene {
camera,
world,
@ -191,7 +248,7 @@ fn build_scene_cube(opt: &Opt) -> Scene {
time_min,
time_max,
);
let world = HitableList::new(vec![
let world: Box<Hit> = Box::new(HitableList::new(vec![
Box::new(Sphere::new(
Vec3::new(0., 0., -1.),
0.5,
@ -207,7 +264,7 @@ fn build_scene_cube(opt: &Opt) -> Scene {
100.,
Box::new(Lambertian::new(Vec3::new(0.8, 0.8, 0.8))),
)),
]);
]));
Scene {
camera,
world,
@ -222,6 +279,7 @@ pub enum Model {
Book,
Tutorial,
Cube,
BVH,
}
#[derive(Debug)]
@ -240,6 +298,7 @@ impl str::FromStr for Model {
"book" => Ok(Model::Book),
"tutorial" => Ok(Model::Tutorial),
"cube" => Ok(Model::Cube),
"bvh" => Ok(Model::BVH),
_ => Err(ModelParseError(s.to_owned())),
}
}
@ -272,6 +331,7 @@ fn main() -> Result<(), std::io::Error> {
Model::Book => build_scene_book(&opt),
Model::Cube => build_scene_cube(&opt),
Model::Tutorial => build_scene_tutorial(&opt),
Model::BVH => build_scene_bvh(&opt),
};
let res = render(scene, &opt.output);
let runtime = start.elapsed();

149
rtiow/src/bvh.rs Normal file
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@ -0,0 +1,149 @@
use std;
use rand;
use rand::Rng;
use aabb::surrounding_box;
use aabb::AABB;
use hitable::Hit;
use hitable::HitRecord;
use ray::Ray;
enum BVHNode {
Leaf(Box<Hit>),
Branch {
left: Box<BVHNode>,
right: Box<BVHNode>,
bbox: Option<AABB>,
},
}
fn box_x_compare(ah: &Box<Hit>, bh: &Box<Hit>) -> std::cmp::Ordering {
match (ah.bounding_box(0., 0.), bh.bounding_box(0., 0.)) {
(Some(box_left), Some(box_right)) => {
eprintln!("box_x_compare {} < {}", box_left.min, box_right.min);
return box_left.min.x.partial_cmp(&box_right.min.x).unwrap();
}
_ => panic!("hit missing bounding box"),
}
}
fn box_y_compare(ah: &Box<Hit>, bh: &Box<Hit>) -> std::cmp::Ordering {
match (ah.bounding_box(0., 0.), bh.bounding_box(0., 0.)) {
(Some(box_left), Some(box_right)) => {
eprintln!("box_y_compare {} < {}", box_left.min, box_right.min);
return box_left.min.y.partial_cmp(&box_right.min.y).unwrap();
}
_ => panic!("hit missing bounding box"),
}
}
fn box_z_compare(ah: &Box<Hit>, bh: &Box<Hit>) -> std::cmp::Ordering {
match (ah.bounding_box(0., 0.), bh.bounding_box(0., 0.)) {
(Some(box_left), Some(box_right)) => {
eprintln!("box_z_compare {} < {}", box_left.min, box_right.min);
return box_left.min.z.partial_cmp(&box_right.min.z).unwrap();
}
_ => panic!("hit missing bounding box"),
}
}
impl BVHNode {
fn new(l: Vec<Box<Hit>>, t_min: f32, t_max: f32) -> BVHNode {
if l.len() == 1 {
// Return the first element from the vector, which should be the only element.
// TODO(wathiede): we really want a .first_into() (.first() doesn't work because it
// returns a reference.)
for h in l.into_iter() {
return BVHNode::Leaf(h);
}
panic!("Unreachable");
} else {
let mut l: Vec<Box<Hit>> = l.into_iter().collect();
let mut rng = rand::thread_rng();
match rng.gen_range::<u16>(0, 3) {
0 => l.sort_by(box_x_compare),
1 => l.sort_by(box_y_compare),
2 => l.sort_by(box_z_compare),
val @ _ => panic!("unknown axis {}", val),
}
let mut left_half = Vec::new();
let mut right_half = Vec::new();
let half_idx = l.len() / 2;
l.into_iter().enumerate().for_each(|(i, h)| {
if i < half_idx {
left_half.push(h);
} else {
right_half.push(h);
}
});
let left = Box::new(BVHNode::new(left_half, t_min, t_max));
let right = Box::new(BVHNode::new(right_half, t_min, t_max));
let bbox = BVHNode::surrounding_box(left.as_ref(), right.as_ref(), t_min, t_max);
return BVHNode::Branch { left, right, bbox };
}
}
fn surrounding_box(left: &Hit, right: &Hit, t_min: f32, t_max: f32) -> Option<AABB> {
match (
left.bounding_box(t_min, t_max),
right.bounding_box(t_min, t_max),
) {
(Some(left_bbox), Some(right_bbox)) => Some(surrounding_box(&left_bbox, &right_bbox)),
(None, Some(right_bbox)) => Some(right_bbox),
(Some(left_bbox), None) => Some(left_bbox),
(None, None) => None,
}
}
}
impl Hit for BVHNode {
fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
match self {
BVHNode::Leaf(ref hit) => hit.hit(r, t_min, t_max),
BVHNode::Branch {
ref left,
ref right,
..
} => match (left.hit(r, t_min, t_max), right.hit(r, t_min, t_max)) {
(Some(hit_left), Some(hit_right)) => if hit_left.t < hit_right.t {
return Some(hit_left);
} else {
return Some(hit_right);
},
(Some(hit_left), None) => Some(hit_left),
(None, Some(hit_right)) => Some(hit_right),
(None, None) => None,
},
}
}
fn bounding_box(&self, t_min: f32, t_max: f32) -> Option<AABB> {
match self {
BVHNode::Leaf(ref hit) => hit.bounding_box(t_min, t_max),
BVHNode::Branch { ref bbox, .. } => bbox.clone(),
}
}
}
pub struct BVH {
root: BVHNode,
}
impl BVH {
pub fn new(l: Vec<Box<Hit>>, t_min: f32, t_max: f32) -> BVH {
BVH {
root: BVHNode::new(l, t_min, t_max),
}
}
}
impl Hit for BVH {
fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
self.root.hit(r, t_min, t_max)
}
fn bounding_box(&self, t_min: f32, t_max: f32) -> Option<AABB> {
self.root.bounding_box(t_min, t_max)
}
}

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@ -1,3 +1,4 @@
use aabb::AABB;
use hitable::Hit;
use hitable::HitRecord;
use material::Material;
@ -5,6 +6,7 @@ use ray::Ray;
use vec3::dot;
use vec3::Vec3;
// Cube is an axis-aligned cube with dimensions length x length x length with center in the middle.
pub struct Cube {
center: Vec3,
length: f32,
@ -23,6 +25,7 @@ impl Cube {
impl Hit for Cube {
fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord> {
// See if it hit the positive X wall first.
let oc = r.origin - self.center;
let a = dot(r.direction, r.direction);
let b = dot(oc, r.direction);
@ -52,4 +55,11 @@ impl Hit for Cube {
}
None
}
fn bounding_box(&self, _t_min: f32, _t_max: f32) -> Option<AABB> {
Some(AABB::new(
self.center - Vec3::new(self.length / 2., self.length / 2., self.length / 2.),
self.center + Vec3::new(self.length / 2., self.length / 2., self.length / 2.),
))
}
}

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@ -1,3 +1,4 @@
use aabb::AABB;
use material::Material;
use ray::Ray;
use vec3::Vec3;
@ -11,4 +12,5 @@ pub struct HitRecord<'m> {
pub trait Hit: Send + Sync {
fn hit(&self, r: Ray, t_min: f32, t_max: f32) -> Option<HitRecord>;
fn bounding_box(&self, t_min: f32, t_max: f32) -> Option<AABB>;
}

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@ -1,6 +1,11 @@
use std;
use aabb::surrounding_box;
use aabb::AABB;
use hitable::Hit;
use hitable::HitRecord;
use ray::Ray;
use vec3::Vec3;
#[derive(Default)]
pub struct HitableList {
@ -25,4 +30,19 @@ impl Hit for HitableList {
}
min_hit
}
fn bounding_box(&self, t_min: f32, t_max: f32) -> Option<AABB> {
// TODO(wathiede): I don't understand the version from the book, this implementation
// returns a superset of all bounding boxes.
let super_box = AABB::new(
Vec3::new(std::f32::MAX, std::f32::MAX, std::f32::MAX),
Vec3::new(std::f32::MIN, std::f32::MIN, std::f32::MIN),
);
Some(self.list.iter().fold(super_box, |acc, hitable| {
match hitable.bounding_box(t_min, t_max) {
Some(bbox) => surrounding_box(&acc, &bbox),
None => acc,
}
}))
}
}

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@ -1,3 +1,5 @@
pub mod aabb;
pub mod bvh;
pub mod camera;
pub mod cube;
pub mod hitable;

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@ -1,3 +1,5 @@
use aabb::surrounding_box;
use aabb::AABB;
use hitable::Hit;
use hitable::HitRecord;
use material::Material;
@ -69,4 +71,17 @@ impl Hit for MovingSphere {
}
None
}
fn bounding_box(&self, _t_min: f32, _t_max: f32) -> Option<AABB> {
let t_min_bb = AABB::new(
self.center0 - Vec3::new(self.radius, self.radius, self.radius),
self.center0 + Vec3::new(self.radius, self.radius, self.radius),
);
let t_max_bb = AABB::new(
self.center1 - Vec3::new(self.radius, self.radius, self.radius),
self.center1 + Vec3::new(self.radius, self.radius, self.radius),
);
Some(surrounding_box(&t_min_bb, &t_max_bb))
}
}

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@ -12,12 +12,11 @@ use rand::Rng;
use camera::Camera;
use hitable::Hit;
use hitable_list::HitableList;
use ray::Ray;
use vec3::Vec3;
pub struct Scene {
pub world: HitableList,
pub world: Box<Hit>,
pub camera: Camera,
pub subsamples: usize,
pub width: usize,
@ -44,7 +43,7 @@ fn trace_pixel(x: usize, y: usize, scene: &Scene) -> Vec3 {
let u = (rng.gen_range::<f32>(0., 1.) + x as f32) / scene.width as f32;
let v = (rng.gen_range::<f32>(0., 1.) + y as f32) / scene.height as f32;
let ray = scene.camera.get_ray(u, v);
color(ray, &scene.world, 0)
color(ray, scene.world.as_ref(), 0)
}
fn render_worker(

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@ -1,3 +1,4 @@
use aabb::AABB;
use hitable::Hit;
use hitable::HitRecord;
use material::Material;
@ -52,4 +53,11 @@ impl Hit for Sphere {
}
None
}
fn bounding_box(&self, _t_min: f32, _t_max: f32) -> Option<AABB> {
Some(AABB::new(
self.center - Vec3::new(self.radius, self.radius, self.radius),
self.center + Vec3::new(self.radius, self.radius, self.radius),
))
}
}