Generalized the BVH to... pretty much anything.
The BVH is now generic over any kind of data. The building function takes in a closure that can bound the given data type in 3d space, and the rest just works.
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f87a8b4934
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1c660dda13
119
src/bvh.rs
119
src/bvh.rs
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@ -7,8 +7,10 @@ use triangle;
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use algorithm::partition;
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#[derive(Debug)]
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pub struct BVH {
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pub struct BVH<'a, T: 'a> {
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nodes: Vec<BVHNode>,
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objects: &'a [T],
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depth: usize,
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}
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#[derive(Debug)]
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@ -20,36 +22,51 @@ enum BVHNode {
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Leaf {
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bounds: BBox,
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triangle: (Point, Point, Point),
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object_index: usize,
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},
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}
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impl BVH {
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pub fn from_triangles(triangles: &mut [(Point, Point, Point)]) -> BVH {
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let mut bvh = BVH { nodes: Vec::new() };
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impl<'a, T> BVH<'a, T> {
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pub fn from_objects<F>(objects: &'a mut [T], bounder: F) -> BVH<'a, T>
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where F: Fn(&T) -> BBox
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{
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let mut bvh = BVH {
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nodes: Vec::new(),
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objects: &[],
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depth: 0,
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};
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bvh.recursive_build(triangles);
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bvh.recursive_build(0, 0, objects, &bounder);
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bvh.objects = objects;
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println!("BVH Depth: {}", bvh.depth);
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bvh
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}
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// Recursively builds the BVH starting at the given node with the given
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// first and last primitive indices (in bag).
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fn recursive_build(&mut self, triangles: &mut [(Point, Point, Point)]) -> usize {
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fn recursive_build<F>(&mut self,
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offset: usize,
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depth: usize,
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objects: &mut [T],
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bounder: &F)
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-> usize
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where F: Fn(&T) -> BBox
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{
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let me = self.nodes.len();
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if triangles.len() == 1 {
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if objects.len() == 0 {
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return 0;
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} else if objects.len() == 1 {
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// Leaf node
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let tri = triangles[0];
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self.nodes.push(BVHNode::Leaf {
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bounds: {
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let minimum = tri.0.min(tri.1.min(tri.2));
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let maximum = tri.0.max(tri.1.max(tri.2));
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BBox::from_points(minimum, maximum)
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},
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triangle: tri,
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bounds: bounder(&objects[0]),
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object_index: offset,
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});
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if self.depth < depth {
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self.depth = depth;
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}
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} else {
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// Not a leaf node
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self.nodes.push(BVHNode::Internal {
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@ -58,18 +75,10 @@ impl BVH {
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});
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// Determine which axis to split on
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fn tri_bounds(tri: (Point, Point, Point)) -> BBox {
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let minimum = tri.0.min(tri.1.min(tri.2));
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let maximum = tri.0.max(tri.1.max(tri.2));
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BBox {
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min: minimum,
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max: maximum,
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}
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}
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let bounds = {
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let mut bounds = BBox::new();
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for tri in &triangles[..] {
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bounds = bounds | tri_bounds(*tri);
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for obj in objects.iter() {
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bounds = bounds | bounder(obj);
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}
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bounds
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};
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@ -87,10 +96,10 @@ impl BVH {
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};
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let split_pos = (bounds.min[split_axis] + bounds.max[split_axis]) * 0.5;
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// Partition triangles based on split
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// Partition objects based on split
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let split_index = {
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let mut split_i = partition(triangles, |tri| {
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let tb = tri_bounds(*tri);
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let mut split_i = partition(objects, |obj| {
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let tb = bounder(obj);
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let centroid = (tb.min[split_axis] + tb.max[split_axis]) * 0.5;
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centroid < split_pos
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});
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@ -102,8 +111,11 @@ impl BVH {
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};
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// Create child nodes
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self.recursive_build(&mut triangles[..split_index]);
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let child2_index = self.recursive_build(&mut triangles[split_index..]);
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self.recursive_build(offset, depth + 1, &mut objects[..split_index], bounder);
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let child2_index = self.recursive_build(offset + split_index,
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depth + 1,
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&mut objects[split_index..],
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bounder);
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// Set node
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self.nodes[me] = BVHNode::Internal {
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@ -117,11 +129,18 @@ impl BVH {
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}
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pub fn intersect_bvh(bvh: &BVH, ray: &Ray) -> bool {
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let mut i_stack = [0; 64];
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let mut stack_ptr = 0;
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pub fn intersect_bvh(bvh: &BVH<(Point, Point, Point)>, ray: &mut Ray) -> Option<(f32, f32, f32)> {
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if bvh.nodes.len() == 0 {
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return None;
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}
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loop {
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let mut i_stack = [0; 65];
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let mut stack_ptr: usize = 1;
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let mut hit = false;
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let mut u = 0.0;
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let mut v = 0.0;
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while stack_ptr > 0 {
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match bvh.nodes[i_stack[stack_ptr]] {
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BVHNode::Internal { bounds, second_child_index } => {
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if bounds.intersect_ray(ray) {
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@ -129,25 +148,29 @@ pub fn intersect_bvh(bvh: &BVH, ray: &Ray) -> bool {
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i_stack[stack_ptr + 1] = second_child_index;
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stack_ptr += 1;
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} else {
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if stack_ptr == 0 {
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break;
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}
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stack_ptr -= 1;
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}
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}
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BVHNode::Leaf{bounds: _, triangle: tri} => {
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if let Some(_) = triangle::intersect_ray(ray, tri) {
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return true;
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} else {
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if stack_ptr == 0 {
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break;
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BVHNode::Leaf { bounds: _, object_index } => {
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if let Some((t, tri_u, tri_v)) =
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triangle::intersect_ray(ray, bvh.objects[object_index]) {
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if t < ray.max_t {
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hit = true;
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ray.max_t = t;
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u = tri_u;
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v = tri_v;
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}
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stack_ptr -= 1;
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}
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stack_ptr -= 1;
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}
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}
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}
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return false;
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if hit {
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return Some((ray.max_t, u, v));
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} else {
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return None;
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}
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}
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67
src/main.rs
67
src/main.rs
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@ -20,6 +20,7 @@ use docopt::Docopt;
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use image::Image;
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use math::{Point, Vector, fast_logit};
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use ray::Ray;
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use bbox::BBox;
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// ----------------------------------------------------------------
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@ -74,18 +75,32 @@ fn main() {
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// Generate a scene of triangles
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let mut triangles = {
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let mut triangles = Vec::new();
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for x in 0..10 {
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for y in 0..10 {
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let cx = x as f32 * 32.0;
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let cy = y as f32 * 32.0;
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let xres = 512;
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let yres = 512;
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let xinc = 512.0 / (xres as f32);
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let yinc = 512.0 / (yres as f32);
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for x in 0..xres {
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for y in 0..yres {
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let cx = x as f32 * xinc;
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let cy = y as f32 * yinc;
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triangles.push((Point::new(cx, cy, 1.0),
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Point::new(cx + 32.0, cy, 1.0),
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Point::new(cx, cy + 32.0, 1.0)));
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Point::new(cx + xinc, cy, 1.1),
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Point::new(cx, cy + yinc, 1.2)));
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triangles.push((Point::new(cx + xinc, cy + yinc, 1.0),
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Point::new(cx, cy + yinc, 1.1),
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Point::new(cx + xinc, cy, 1.2)));
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}
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}
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triangles
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};
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let scene = bvh::BVH::from_triangles(&mut triangles[..]);
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let scene = bvh::BVH::from_objects(&mut triangles[..], |tri| {
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let minimum = tri.0.min(tri.1.min(tri.2));
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let maximum = tri.0.max(tri.1.max(tri.2));
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BBox {
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min: minimum,
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max: maximum,
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}
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});
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println!("Scene built.");
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// Write output image of ray-traced triangle
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@ -96,23 +111,29 @@ fn main() {
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let mut g = 0.0;
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let mut b = 0.0;
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let offset = hash_u32(((x as u32) << 16) ^ (y as u32), 0);
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const SAMPLES: usize = 64;
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const SAMPLES: usize = 16;
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for si in 0..SAMPLES {
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let ray = Ray::new(Point::new(x as f32 +
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fast_logit(halton::sample(0, offset + si as u32),
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1.5),
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y as f32 +
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fast_logit(halton::sample(3, offset + si as u32),
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1.5),
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0.0),
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Vector::new(0.0, 0.0, 1.0));
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if bvh::intersect_bvh(&scene, &ray) {
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r += 1.0;
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g += 1.0;
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b += 1.0;
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// r += u;
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// g += v;
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// b += (1.0 - u - v).max(0.0);
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let mut ray = Ray::new(Point::new(x as f32 +
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fast_logit(halton::sample(0,
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offset + si as u32),
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1.5),
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y as f32 +
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fast_logit(halton::sample(3,
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offset + si as u32),
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1.5),
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0.0),
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Vector::new(0.0, 0.0, 1.0));
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if let Some((_, u, v)) = bvh::intersect_bvh(&scene, &mut ray) {
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r += u;
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g += v;
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b += (1.0 - u - v).max(0.0);
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// r += 1.0;
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// g += 1.0;
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// b += 1.0;
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} else {
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r += 0.1;
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g += 0.1;
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b += 0.1;
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}
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}
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r *= 255.0 / SAMPLES as f32;
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@ -40,14 +40,20 @@ pub fn fast_ln(x: f32) -> f32 {
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return y - 87.989971088;
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}
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pub fn fast_logit(p: f32, width: f32) -> f32 {
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let n = 0.001 + (p * 0.998);
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fast_ln((n / (1.0 - n))) * width * (0.6266 / 4.0)
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}
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/// The logit function, scaled to approximate the probit function.
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///
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/// We use this as a close approximation to the gaussian inverse CDF,
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/// since the gaussian inverse CDF (probit) has no analytic formula.
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pub fn logit(p: f32, width: f32) -> f32 {
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let n = 0.001 + (p * 0.998);
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(n / (1.0 - n)).ln() * width * (0.6266 / 4.0)
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}
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pub fn fast_logit(p: f32, width: f32) -> f32 {
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let n = 0.001 + (p * 0.998);
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fast_ln((n / (1.0 - n))) * width * (0.6266 / 4.0)
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}
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