Showing posts with label ray tracing. Show all posts
Showing posts with label ray tracing. Show all posts

Raytracing concepts and code, part 8, mirror reflections



This is an article in a multipart series on the concepts of ray tracing. I am not sure where this will lead but I am open to suggestions. We will be creating code that will run inside Blender. Blender has ray tracing renderers of course but that is not the point: by reusing Python libraries and Blender's scene building capabilities we can concentrate on true ray tracing issues like shader models, lighting, etc.
I generally present stuff in a back-to-front manner: first an article with some (well commented) code and images of the results, then one or more articles discussing the concepts. The idea is that this encourages you to experiment and have a look at the code yourself before being introduced to theory. How well this works out we will see :-)

So far the series consists of the several articles labeled ray tracing concepts

Mirror reflections

Mirror reflections are an important part of ray traced images. Many materials like glass and metals have a reflective component. Calculating ray traced reflections is surprisingly simple as we will see but we do need some options from the material properties so that we can specify whether a material has mirror reflectivity at all and what amount. Again we borrow an existing panel (and ignore most options present; later we will create our own panels with just the options we need but cleanup is not in focus just yet)


Reflecting a ray

To calculate mirror reflection we take the incoming ray from the camera and calculate the new direction the ray will take after the bounce and see if it hits anything. The direction of the reflected ray depends on the direction of the incoming ray and the surface normal: the angle between the normal and the incoming ray equals the angle between the normal and the reflected ray:

If the the length of all vectors are normalized, we can calculate the reflected ray using this expresion: dir - 2 * normal * dir.dot(normal)
For a more in depth explanation you might want to take a look at Paul Bourke's site.

Code

To deal with mirror reflecting the single_ray() function needs a small enhancement: it needs to check the amount of mirror reflectivity specified in the material (if any) and then, if the number of bounces we made is still less than the specified depth, calculated the reflected ray and use this new direction to cast a new ray and see if it hits something:
        ... identical code left out ...

        mirror_reflectivity = 0
        if len(mat_slots):
            mat = mat_slots[0].material
            diffuse_color = mat.diffuse_color * mat.diffuse_intensity
            specular_color = mat.specular_color * mat.specular_intensity
            hardness = mat.specular_hardness
            if mat.raytrace_mirror.use:
                mirror_reflectivity = mat.raytrace_mirror.reflect_factor

        ...

        if depth > 0 and mirror_reflectivity > 0:
            reflection_dir = (dir - 2 * normal  * dir.dot(normal)).normalized()
            color += mirror_reflectivity * single_ray(
                       scene, loc + normal*eps, reflection_dir, lamps, depth-1)

        ...

Code availability

The code for this revision is available from GitHub.

Raytracing concepts and code, part 7, colored lights and refactored ray cast



This is an article in a multipart series on the concepts of ray tracing. I am not sure where this will lead but I am open to suggestions. We will be creating code that will run inside Blender. Blender has ray tracing renderers of course but that is not the point: by reusing Python libraries and Blender's scene building capabilities we can concentrate on true ray tracing issues like shader models, lighting, etc.
I generally present stuff in a back-to-front manner: first an article with some (well commented) code and images of the results, then one or more articles discussing the concepts. The idea is that this encourages you to experiment and have a look at the code yourself before being introduced to theory. How well this works out we will see :-)

So far the series consists of the several articles labeled ray tracing concepts

Refactoring

To make it easier to caculate secondary rays like relected or refracted rays, we move the actual ray casting to its own function, which also makes the central loop that generates every pixel on the screen much more readable:
    for y in range(height):
        yscreen = ((y-(height/2))/height) * aspectratio
        for x in range(width):
            xscreen = (x-(width/2))/width
            # align the look_at direction
            dir = Vector((xscreen, yscreen, -1))
            dir.rotate(rotation)
            dir = dir.normalized()
            buf[y,x,0:3] = single_ray(scene, origin, dir, lamps, depth)

Colored lights

Within the single_ray() function we also add a small enhancement: now we calculate the available amount of light to use in reflections from the properties in the lamp data:
        ...
        for lamp in lamps:
            light = np.array(lamp.data.color * lamp.data.energy)
        ...

User interface

To allow the user to set the color and intensity ("energy") of the point lights we need the corresponding lamp properties panel (we only use color and energy):

This panel is added in the register() function:
    from bl_ui import (
            properties_render,
            properties_material,
            properties_data_lamp,
            )

    ... identical code left out ...

    properties_data_lamp.DATA_PT_lamp.COMPAT_ENGINES.add(CustomRenderEngine.bl_idname)

Code availability

This revision of the code is available from GitHub

Raytracing concepts and code, part 6, specular reflection for lights


This is an article in a multipart series on the concepts of ray tracing. I am not sure where this will lead but I am open to suggestions. We will be creating code that will run inside Blender. Blender has ray tracing renderers of course but that is not the point: by reusing Python libraries and Blender's scene building capabilities we can concentrate on true ray tracing issues like shader models, lighting, etc.
I generally present stuff in a back-to-front manner: first an article with some (well commented) code and images of the results, then one or more articles discussing the concepts. The idea is that this encourages you to experiment and have a look at the code yourself before being introduced to theory. How well this works out we will see :-)

So far the series consists of the several articles labeled ray tracing concepts
Until now the reflections have been a bit dull because our shader model only takes into account the diffuse reflectance, so lets take a look at how we can add specular reflectance to our shader.
The effect we want to achieve is illustrated in the two images below where the green sphere on the right had some specular reflectance. Because of this it shows highlights for the two points lamps that are present in the scene.


The icosphere shows faceting because we did not yet anything to implement smooth shading (i.e. interpolating the normals across a face) but with added some smooth subdivisions to show off the high lights a bit better.
In the image below we see that we also look at the hardness of the specular reflections in our shader model, with a high value of 400 giving much tighter highlights than the default hardness of 50.


In both images the red cube has no specular intensity and the blue one has a specular intensity of .15 and a hardness of 50.

Specular color, specular intensity and hardness are properties of a material so we have also exposed the relevant panel to our custom renderer so that the user can set these values.

Code

The code changes needed in the inner shading loop of our ray tracer are limited:
if hit:
 diffuse_color = Vector((0.8, 0.8, 0.8))
 specular_color = Vector((0.2, 0.2, 0.2))
 mat_slots = ob.material_slots
 hardness = 0
 if len(mat_slots):
  diffuse_color = mat_slots[0].material.diffuse_color \
                    * mat_slots[0].material.diffuse_intensity
  specular_color = mat_slots[0].material.specular_color \
                    * mat_slots[0].material.specular_intensity
  hardness = mat_slots[0].material.specular_hardness

  ... identical code left out ...
  
  if not lhit:
   illumination = light * normal.dot(light_dir)/light_dist
   color += np.array(diffuse_color) * illumination
   if hardness > 0:  # phong reflection model
    half = (light_dir - dir).normalized()
    reflection = light * half.dot(normal) ** hardness
    color += np.array(specular_color) * reflection
We set reasonable defaults (line 2 - 5), override those defaults if we have a material on this object (line 6 - 11) and then, if we are not in the shadow, calculate the diffuse component of the lighting as before (line 16 - 17) and the finally add a specular component (line 18 - 21)

For the specular component we use the Phong model (or actually the Blinn-Phong model). This means we look at the angle between the normal (shown in light blue in the image below) and the half way vector (in dark blue). The smaller the angle the tighter the highlight. The tightness is controlled by the hardness: we raise the cosine of the angle (which is what the dot product is that we compute in line 20) to the power of this hardness. Note that the half way vector is the normalized vector that points exactly in between the direction of the light and the camera as seen from the point being shaded. That is why we have a minus sign rather than a plus sign in line 19 because dir in our code points from the camera towards the point being shaded.

Code availability

The code is available on GitHub.

Raytracing concepts and code, part 5, diffuse color


This is an article in a multipart series on the concepts of ray tracing. I am not sure where this will lead but I am open to suggestions. We will be creating code that will run inside Blender. Blender has ray tracing renderers of course but that is not the point: by reusing Python libraries and Blender's scene building capabilities we can concentrate on true ray tracing issues like shader models, lighting, etc.
I generally present stuff in a back-to-front manner: first an article with some (well commented) code and images of the results, then one or more articles discussing the concepts. The idea is that this encourages you to experiment and have a look at the code yourself before being introduced to theory. How well this works out we will see :-)

So far the series consists of the several articles labeled ray tracing concepts

Our rendered scene so far mainly consists of fifty shades of gray and that might be exciting enough for some but it would be better if we could spice it up with some color.

For this we will use the diffuse color of the first material slot of an object (if any). The code so far needs very little change to make this happen:
            # the default background is black for now
            color = np.zeros(3)
            if hit:
                # the get the diffuse color of the object we hit
                diffuse_color = Vector((0.8, 0.8, 0.8))
                mat_slots = ob.material_slots
                if len(mat_slots):
                    diffuse_color = mat_slots[0].material.diffuse_color
                        
                color = np.zeros(3)
                light = np.ones(3) * intensity  # light color is white
                for lamp in lamps:
                    # for every lamp determine the direction and distance
                    light_vec = lamp.location - loc
                    light_dist = light_vec.length_squared
                    light_dir = light_vec.normalized()
                    
                    # cast a ray in the direction of the light starting
                    # at the original hit location
                    lhit, lloc, lnormal, lindex, lob, lmat = scene.ray_cast(loc+light_dir*eps, light_dir)
                    
                    # if we hit something we are in the shadow of the light
                    if not lhit:
                        # otherwise we add the distance attenuated intensity
                        # we calculate diffuse reflectance with a pure 
                        # lambertian model
                        # https://en.wikipedia.org/wiki/Lambertian_reflectance
                        color += diffuse_color * intensity * normal.dot(light_dir)/light_dist
            buf[y,x,0:3] = color
In lines 5-8 we check if there is at least one material slot on the object we hit and get its diffuse color. If there is no associated material we keep a default light grey color.
This diffuse color is what we use in line 28 if we are not in the shadow.

Code availability

The code is available on GitHub.

Raytracing: concepts and code, part 4, the active camera


This is an article in a multipart series on the concepts of ray tracing. I am not sure where this will lead but I am open to suggestions. We will be creating code that will run inside Blender. Blender has ray tracing renderers of course but that is not the point: by reusing Python libraries and Blender's scene building capabilities we can concentrate on true ray tracing issues like shader models, lighting, etc.
I generally present stuff in a back-to-front manner: first an article with some (well commented) code and images of the results, then one or more articles discussing the concepts. The idea is that this encourages you to experiment and have a look at the code yourself before being introduced to theory. How well this works out we will see :-)

So far the series consists of the several articles labeled ray tracing concepts

In a further bit of code cleanup we'd like to get rid of the hardcoded camera position and look at direction by using the location of the active camera in the scene together with its rotation.
Fortunately very little code has to change to make this happen in our render method:

    # the location and orientation of the active camera
    origin = scene.camera.location
    rotation = scene.camera.rotation_euler
Using the rotation we can first create the camera ray as if it originated in the default -Z direction and then simply rotate it using the camera location:
    aspectratio = height/width
    # loop over all pixels once (no multisampling)
    for y in range(height):
        yscreen = ((y-(height/2))/height) * aspectratio
        for x in range(width):
            xscreen = (x-(width/2))/width
            # align the look_at direction
            dir = Vector((xscreen, yscreen, -1))
            dir.rotate(rotation)
Later we might even adapt this code to take into account the field of vision, but for now at least we can position and aim the active camera in the scene any way we like.

Code availability

The code is available on GitHub.

Raytracing: concepts and code, part 3, a render engine


This is an article in a multipart series on the concepts of ray tracing. I am not sure where this will lead but I am open to suggestions. We will be creating code that will run inside Blender. Blender has ray tracing renderers of course but that is not the point: by reusing Python libraries and Blender's scene building capabilities we can concentrate on true ray tracing issues like shader models, lighting, etc.
I generally present stuff in a back-to-front manner: first an article with some (well commented) code and images of the results, then one or more articles discussing the concepts. The idea is that this encourages you to experiment and have a look at the code yourself before being introduced to theory. How well this works out we will see :-)

So far the series consists of the several articles labeled ray tracing concepts

The code presented in the first article of this series was a bit of a hack: running from the text editor and lots of built-in assumptions is not the way to go so lets refactor this in a proper render engine that will be available alongside Blender's built-in renderers:

A RenderEngine

All we really have to do is to derive a class from Blender's RenderEngine class and register it.The class should provide a single method render() that takes a Scene parameter and returns a buffer with RGBA pixel values.
class CustomRenderEngine(bpy.types.RenderEngine):
    bl_idname = "ray_tracer"
    bl_label = "Ray Tracing Concepts Renderer"
    bl_use_preview = True

    def render(self, scene):
        scale = scene.render.resolution_percentage / 100.0
        self.size_x = int(scene.render.resolution_x * scale)
        self.size_y = int(scene.render.resolution_y * scale)

        if self.is_preview:  # we might differentiate later
            pass             # for now ignore completely
        else:
            self.render_scene(scene)

    def render_scene(self, scene):
        buf = ray_trace(scene, self.size_x, self.size_y)
        buf.shape = -1,4

        # Here we write the pixel values to the RenderResult
        result = self.begin_result(0, 0, self.size_x, self.size_y)
        layer = result.layers[0].passes["Combined"]
        layer.rect = buf.tolist()
        self.end_result(result)

Option panels

For a custom render engine all panels in the render and material options will be hidden by default. This makes sense because not all render engines use the same options. We are interested in just the dimensions of the image we have to render and the diffuse color of any material so we explicitly add our render engine to the list of COMPAT_ENGINES in each of those panels, along with the basic render buttons and material slot list.
def register():
    bpy.utils.register_module(__name__)
    from bl_ui import (
            properties_render,
            properties_material,
            )
    properties_render.RENDER_PT_render.COMPAT_ENGINES.add(CustomRenderEngine.bl_idname)
    properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.add(CustomRenderEngine.bl_idname)
    properties_material.MATERIAL_PT_context_material.COMPAT_ENGINES.add(CustomRenderEngine.bl_idname)
    properties_material.MATERIAL_PT_diffuse.COMPAT_ENGINES.add(CustomRenderEngine.bl_idname)

def unregister():
    bpy.utils.unregister_module(__name__)
    from bl_ui import (
            properties_render,
            properties_material,
            )
    properties_render.RENDER_PT_render.COMPAT_ENGINES.remove(CustomRenderEngine.bl_idname)
    properties_render.RENDER_PT_dimensions.COMPAT_ENGINES.remove(CustomRenderEngine.bl_idname)
    properties_material.MATERIAL_PT_context_material.COMPAT_ENGINES.remove(CustomRenderEngine.bl_idname)
    properties_material.MATERIAL_PT_diffuse.COMPAT_ENGINES.remove(CustomRenderEngine.bl_idname)

reusing the ray tracing code

Our previous ray tracing code is adapted to use the height and width arguments instead of arbitrary constants:
def ray_trace(scene, width, height):     

    lamps = [ob for ob in scene.objects if ob.type == 'LAMP']

    intensity = 10  # intensity for all lamps
    eps = 1e-5      # small offset to prevent self intersection for secondary rays

    # create a buffer to store the calculated intensities
    buf = np.ones(width*height*4)
    buf.shape = height,width,4

    # the location of our virtual camera (we do NOT use any camera that might be present)
    origin = (8,0,0)

    aspectratio = height/width
    # loop over all pixels once (no multisampling)
    for y in range(height):
        yscreen = ((y-(height/2))/height) * aspectratio
        for x in range(width):
            xscreen = (x-(width/2))/width
            # get the direction. camera points in -x direction, FOV = approx asin(1/8) = 7 degrees
            dir = (-1, xscreen, yscreen)
            
            # cast a ray into the scene
            
            ... indentical code omitted ...

    return buf

Code availability

The code is available on GitHub. Remember that any test scene should be visible from an virtual camera located at (8,0,0) pointing in the -x direction. The actual camera is ignored for now.

Raytracing: concepts and code, part 2, from rays to pixels


This is an article in a multipart series on the concepts of ray tracing. I am not sure where this will lead but I am open to suggestions. We will be creating code that will run inside Blender. Blender has ray tracing renderers of course but that is not the point: by reusing Python libraries and Blender's scene building capabilities we can concentrate on true ray tracing issues like shader models, lighting, etc.
I generally present stuff in a back-to-front manner: first an article with some (well commented) code and images of the results, then one or more articles discussing the concepts. The idea is that this encourages you to experiment and have a look at the code yourself before being introduced to theory. How well this works out we will see :-)

So far the series consists of the several articles labeled ray tracing concepts

In the first article I presented some code to implement a very basic raytracer. I chose Blender as a platform for several reasons: it has everything to create a scene with objects so we don't have to mess with implementing geometry and the functions to calculate intersections ourselves. It also provides us with the Image class that lets us store the image that we create pixel by pixel when raytracing. Finally it also comes with powerful libraries of math and vector functions, saving us the drudgery of implementing this ourselves. All of this allows us to focus on the raytracing proper.

What is ray tracing?

When ray tracing we divide the image we are creating into pixels and shoot a ray from a point in front of this image (the camera location) into the scene. The first step is then to determine whether this ray hits any object in the scene. If not we give our pixel the background color but if we do hit an object we color this picture with a different color that is dependent on the material properties of the object and any light that reaches that point.

So if we have calculated the location where our first ray (or camera ray, red in the illustration) hits the closest bit of geometry, the next step is to determine how much light reaches that point and combine this with the material information of the object.

There are many ways to approach this and in our first implementation we cast rays from this point in the direction of any lamp in the scene. These rays are often called shadow rays (green in the illustration) because if we hit something that means that an object blocks the light from this lamp and that the point we are shading lies in the shadow of the lamp. If we are not in the shadow we can calculate the light intensity due to this lamp by taking its original intensity and dividing it by the squared distance between our point and the lamp.

Once we have calculated the intensity we can use it to determine the diffuse reflectance. Diffuse reflectance causes light to be scattered in all directions. The exact behavior will be determined by the microstructure of the surface and there are different models to approximate this.

To start we will use the so called Lambert model. In a nutshell this model assumes that incident light is uniformly scattered in all directions which means that if a surface is facing a light it will look bright and this brightness will diminish if the direction of the surface normal diverges from this direction. The brightness we observe is therefore not dependant on the camera orientation but just on the local orientation of the geometry. Different models exist that take into account roughness and anisotropy but that is something for later.

OSL Bevel Shader

In a BlenderArtists thread about ambient occlusion shaders the question was asked if OSL's ray tracing capabilities coudl be used to create a bevel shader, i.e. a s shader that mimics rounded edges on sharp meshes by manipulating the normal. I think the answer to this question is 'yes' and in this post I'' show a first implementation (Edit: the previous code did normalize the resulting normal, now it does. You can follow the discussion on this thread)

Sample scene, just a cube and an icosphere with sharp edges and some glossy material.

The effect of the bevel shader with Perturb = 0.1. Subtle but clearly noticable.

Setting Perturb = 1.0 is far less subtle but shows how much roundedness is possible. All images were produced with Divisions = 3, i.e. 27 sample rays (see below).

Code & theory

To simulate rounded edges choose a point a little below the surface and from this point we cast a set of rays that are all a little bit perturbed from the normal. The we determin the normal at these new intersections and average all normals found. This way when we are close to an edge the normals at the intersection with an adjacent face will be blended in. The illustration below shows what I mean:

At the shaded point we have a green surface normal. We descend below the surface along this normal (dashed red line) to the blue point. From this point we shoot rays (red) that are slightly perterbed from the normal. Some will hit the same face (and have the same normal as the shaded point (small blue arrows) some will hit the adjacent face with adifferent normal (small orange arraws). The calculated normal is the average of the normals at the hit points.
Note that this algorithm only works well for convex edges, because with concave edges random faces could be hit instead of the adjacent face if the angle between the faces is too sharp.
The code implementing this algorithm is pretty short:
#define BIG 1e6

shader edge(
  float Delta = 0.01,
  float Perturb = 0.001,
  int Divisions = 2,
  output float Fac = 0,
  output normal Normal = N
){
  vector origin = P-Delta*N;
  float count = 1;
  for(int x=0; x < Divisions; x++){
    for(int y=0; y < Divisions; y++){
      for(int z=0; z < Divisions; z++){
        vector d = noise("perlin",vector(x+0.1,y+0.1,z+0.1));
        vector np = N + Perturb * d;    
        if(trace(origin, np)){
            float hdb = 0;
            normal nb = 0;
            getmessage("trace","hitdist",hdb);
            // versions before 2.69.11 4-Mar-2014 crash on next statement
            getmessage("trace","N",nb);
            Normal -= nb;
            count += 1.0;
        }
      }
    }
  }
  Normal = normalize(Normal/count);
  Fac = count/(1+Divisions * Divisions * Divisions);
}
We choose an origin point a bit below the surface by descending along the normal [line 10], generate perturbed normals [line 15-16], trace these normals [line 16] and if we have a hit we retrieve the normal at the hit point [line 22]. Because we are below the surface/ inside the mesh this normal will point inward so we subtract it from our sum of normals (Normal). Finally we divide the sum of normals by the number of hits [line 30]. Note that we also get the hit distance [line 20] but don't use that value. We could check this againt some limit to reduce artifacts on concave meshes for instance.
The generation of perturbed normals is rather awful: just perturbing it by Perlin noise does not give a very uniform distribution of directions, some Halton or Sobel sequence would probably be better but this will do for now. Also not we add a small value too our noise sampling points to avoid the zeo knots in the Perlin noise.
Also note that I got crashes with Blender's daily build version before March 4 (win-64 version) when using the getmessage() function. This appears to be fixed in the latest builds but be aware.

Example node setup

Note that the node does not take a position or normal as input, it gets those from the global P and N respectively but of course if necessary this can be changed quite easily. The setup shown below is the exact setup used for the example images at the start of the page.


If you would like to know more about programming OSL you might be interested in my book "Open Shading Language for Blender". More on the availability of this book and a sample can be found on this page.