Parallelize across subsample frames and dump intermediates.

This commit is contained in:
Bill Thiede 2018-09-13 20:36:47 -07:00
parent 9bd29660ff
commit 802b4f69a8
3 changed files with 87 additions and 41 deletions

View File

@ -173,7 +173,7 @@ pub struct Opt {
#[structopt(short = "s", long = "subsample", default_value = "10")] #[structopt(short = "s", long = "subsample", default_value = "10")]
pub subsamples: usize, pub subsamples: usize,
/// Output file /// Output directory
#[structopt(parse(from_os_str))] #[structopt(parse(from_os_str))]
pub output: PathBuf, pub output: PathBuf,
} }
@ -182,7 +182,7 @@ fn main() -> Result<(), std::io::Error> {
let start = Instant::now(); let start = Instant::now();
let opt = Opt::from_args(); let opt = Opt::from_args();
let scene = build_scene(&opt); let scene = build_scene(&opt);
let img = render(&scene); let res = render(scene, &opt.output);
let runtime = start.elapsed(); let runtime = start.elapsed();
eprintln!( eprintln!(
"Render time {}.{} seconds", "Render time {}.{} seconds",
@ -190,9 +190,5 @@ fn main() -> Result<(), std::io::Error> {
runtime.subsec_millis() runtime.subsec_millis()
); );
let path = "/tmp/test.png"; res
// Write the contents of this image to the Writer in PNG format.
img.save(path).unwrap();
eprintln!("Saved {}", path);
Ok(())
} }

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@ -7,6 +7,8 @@ pub mod renderer;
pub mod sphere; pub mod sphere;
pub mod vec3; pub mod vec3;
extern crate crossbeam_channel;
extern crate image; extern crate image;
extern crate num_cpus;
extern crate rand; extern crate rand;
extern crate rayon; extern crate rayon;

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@ -1,10 +1,14 @@
use std; use std;
use std::path::Path;
use std::sync;
use std::thread;
use crossbeam_channel as channel;
use image; use image;
use image::RgbImage; use image::RgbImage;
use num_cpus;
use rand; use rand;
use rand::Rng; use rand::Rng;
use rayon::prelude::*;
use camera::Camera; use camera::Camera;
use hitable::Hit; use hitable::Hit;
@ -29,49 +33,93 @@ fn color(r: Ray, world: &Hit, depth: usize) -> Vec3 {
} }
return Default::default(); return Default::default();
} }
// No hit, choose color from background. // No hit, choose color from background.
let unit_direction = r.direction().unit_vector(); let unit_direction = r.direction().unit_vector();
let t = 0.5 * (unit_direction.y + 1.); let t = 0.5 * (unit_direction.y + 1.);
Vec3::new(1., 1., 1.) * (1. - t) + Vec3::new(0.5, 0.7, 1.) * t Vec3::new(1., 1., 1.) * (1. - t) + Vec3::new(0.5, 0.7, 1.) * t
} }
fn trace_pixel(x: usize, y: usize, scene: &Scene) -> [u8; 3] { fn trace_pixel(x: usize, y: usize, scene: &Scene) -> Vec3 {
let mut rng = rand::thread_rng(); let mut rng = rand::thread_rng();
let mut col: Vec3 = Default::default(); let u = (rng.gen_range::<f32>(0., 1.) + x as f32) / scene.width as f32;
for _ in 0..scene.subsamples { let v = (rng.gen_range::<f32>(0., 1.) + y as f32) / scene.height as f32;
let u = (rng.gen_range::<f32>(0., 1.) + x as f32) / scene.width as f32; let ray = scene.camera.get_ray(u, v);
let v = (rng.gen_range::<f32>(0., 1.) + y as f32) / scene.height as f32; color(ray, &scene.world, 0)
let ray = scene.camera.get_ray(u, v); }
col = col + color(ray, &scene.world, 0);
fn render_worker(
scene: &Scene,
input_chan: channel::Receiver<usize>,
output_chan: channel::Sender<(usize, Vec<Vec3>)>,
) {
for subsample in input_chan {
let mut pixel_data: Vec<Vec3> = Vec::with_capacity(scene.width * scene.height);
for y in 0..scene.height {
for x in 0..scene.width {
let p = trace_pixel(x, y, scene);
pixel_data.push(p);
}
}
output_chan.send((subsample, pixel_data));
} }
col = col / scene.subsamples as f32; eprintln!("Shutting down worker");
// Gamma correct, use gamma 2 correction, which is 1/gamma where gamma=2 which is 1/2
// or sqrt.
col = Vec3::new(col[0].sqrt(), col[1].sqrt(), col[2].sqrt());
let ir = (255.99 * col[0]) as u8;
let ig = (255.99 * col[1]) as u8;
let ib = (255.99 * col[2]) as u8;
[ir, ig, ib]
} }
pub fn render(scene: &Scene) -> image::RgbImage { pub fn render(scene: Scene, output_dir: &Path) -> std::result::Result<(), std::io::Error> {
let (seq_tx, seq_rx) = channel::unbounded();
let (pixel_data_tx, pixel_data_rx) = channel::unbounded();
let scene = sync::Arc::new(scene);
for _ in 0..num_cpus::get() {
let s = sync::Arc::clone(&scene);
let seq_rx = seq_rx.clone();
let pixel_data_tx = pixel_data_tx.clone();
thread::spawn(move || {
render_worker(&s, seq_rx, pixel_data_tx);
});
}
drop(seq_rx);
drop(pixel_data_tx);
(1..=scene.subsamples).for_each(|idx| seq_tx.send(idx));
drop(seq_tx);
let mut acc_count = 0;
let mut acc: Vec<Vec3> = Vec::with_capacity(scene.width * scene.height);
for _ in 0..(scene.width * scene.height) {
acc.push(Default::default());
}
let mut img = RgbImage::new(scene.width as u32, scene.height as u32); let mut img = RgbImage::new(scene.width as u32, scene.height as u32);
let coords: Vec<_> = (0..scene.height) for (_subsample, pixel_data) in pixel_data_rx {
.flat_map(|j| (0..scene.width).map(move |i| (i, j))) acc_count += 1;
.collect(); pixel_data.iter().enumerate().for_each(|(idx, p)| {
let x = idx % scene.width;
let y = idx / scene.width;
let y_inv = scene.height - y - 1;
acc[idx] = acc[idx] + *p;
let pixels = coords // Gamma correct, use gamma 2 correction, which is 1/gamma where gamma=2 which is 1/2 or
.par_iter() // sqrt.
.map(|(i, j)| { let col = acc[idx] / acc_count as f32;
let p = trace_pixel(*i, *j, &scene); let col = Vec3::new(col[0].sqrt(), col[1].sqrt(), col[2].sqrt());
// height-j is to flip y-axis. img.put_pixel(
(*i as u32, (scene.height - *j - 1) as u32, image::Rgb(p)) x as u32,
}) y_inv as u32,
.collect::<Vec<_>>(); image::Rgb([
(col[0] * 255.).min(255.) as u8,
pixels (col[1] * 255.).min(255.) as u8,
.iter() (col[2] * 255.).min(255.) as u8,
.for_each(|(x, y, p)| img.put_pixel(*x, *y, *p)); ]),
img );
});
let path = output_dir.join(format!("iteration{:05}.png", acc_count));
eprintln!("saving {}", path.to_string_lossy());
img.save(&path)
.unwrap_or_else(|_| panic!("Failed save {}", path.to_string_lossy()));
}
let path = output_dir.join("final.png");
// Write the contents of this image to the Writer in PNG format.
eprintln!("Saving {}", path.to_string_lossy());
img.save(path)
} }