Bruno BELANYI
2e224b280d
Merge branch 'add-beevee' into 'master'
...
Add beevee
See merge request EPITA_bruno.belanyi/image/ing2/pathtracer!4
2020-03-24 21:04:52 +00:00
Bruno BELANYI
6df2d857d4
library: use beevee's Intersected trait
2020-03-24 21:55:51 +01:00
Bruno BELANYI
21c7aea1c0
beevee: bvh: use Intersected trait for objects
...
This avoids having black squares around the objects because we computed
that it was the closest but the ray didn't actually hit it...
2020-03-24 21:55:51 +01:00
Bruno BELANYI
48bb3550cb
library: use beevee instead of rust-bvh
...
I also used this opportunity to use `nalgebra::Unit` as much as
possible.
2020-03-24 21:55:48 +01:00
Bruno BELANYI
d8a4a2eaad
beevee: bvh: add intersection test to BVH
2020-03-24 21:47:14 +01:00
Bruno BELANYI
45fca6f3ed
beevee: bvh: remove reference to objects in BVH
2020-03-24 21:47:14 +01:00
Bruno BELANYI
69779d7dd4
beevee: aabb: add sqdist_to_point method to AABB
2020-03-24 21:47:14 +01:00
Bruno BELANYI
6d39682feb
beevee: ray: make Ray's fields public
2020-03-24 21:47:14 +01:00
Bruno BELANYI
566a9b198d
beevee: bvh: add build implementation
2020-03-24 21:47:14 +01:00
Bruno BELANYI
8b3cbccb75
beevee: add psqselect dependency
2020-03-24 21:47:14 +01:00
Bruno BELANYI
a405af8f88
beevee: aabb: bounded: add centroid method
2020-03-24 21:47:14 +01:00
Bruno BELANYI
eddad707eb
beevee: ray: add Ray implementation
2020-03-24 21:47:14 +01:00
Bruno BELANYI
0ce49bb3a3
beevee: aabb: add Bounded trait implementation
2020-03-24 21:47:14 +01:00
Bruno BELANYI
58ee42d21d
beevee: aabb: add AABB implementation
2020-03-24 21:47:14 +01:00
Bruno BELANYI
ca28281b67
beevee: add Axis enum implementation
2020-03-24 21:47:14 +01:00
Bruno BELANYI
9c56134c67
beevee: add library to workspace
...
This is designed to be the new BVH for the raytracer.
2020-03-24 21:47:14 +01:00
Bruno BELANYI
01d2c2d973
project: move to Cargo workspace
2020-03-24 21:47:09 +01:00
Bruno BELANYI
b5835b2726
Merge branch 'fix-refraction' into 'master'
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Fix refraction
See merge request EPITA_bruno.belanyi/image/ing2/pathtracer!2
2020-03-24 20:39:48 +00:00
Bruno BELANYI
8e09f45f69
library: render: move helpers to utils module
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Those helper functions are used by `Scene` to render the scene, but
they have no use being in the same file. Instead make it a crate-public
module of `render`.
2020-03-23 16:51:06 +01:00
Bruno BELANYI
c0c332e3fa
examples: triangles: fix ball diffraction index
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The ball was intended to be a glass ball, so an index of 1.5
2020-03-23 16:49:55 +01:00
Bruno BELANYI
70c0e0cdf3
library: render: scene: handle refraction cleanly
...
The refraction information was incorrect in the previous implementation.
We never updated the medium information when going out of a transparent
material. It is now handled using a small structure holding both the old
index, and new_index.
We can now handle any number of successive medium changes, with the
associated change of indices correctly.
This implementation assumes that any ray going into an object is going
to come out in the same medium that it was originally travelling in
before entering said object. This is an acceptable approximation to me.
2020-03-23 16:49:55 +01:00
Bruno BELANYI
6af36d814f
library: render: scene: cleanup refracted calculation
2020-03-23 16:49:55 +01:00
Bruno BELANYI
16066a3c7d
library: render: scene: normalize vectors
2020-03-23 16:49:55 +01:00
Bruno BELANYI
fccf3caef1
library: render: scene: clean-up ReflTrans handling
2020-03-23 16:49:55 +01:00
Bruno BELANYI
b29e6d1613
library: render: scene: fix reflection handling
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The reflection will be calculated even if it ends up not contributing to
the final color of an object. This allows for a more systematic use of
coefficients without applying them twice, like it was done for the
refraction transparency handling...
2020-03-23 16:49:55 +01:00
Bruno BELANYI
61db9c0cd4
Merge branch 'doc' into 'master'
...
Document public APIs
See merge request EPITA_bruno.belanyi/image/ing2/pathtracer!1
2020-03-23 12:06:13 +00:00
Bruno BELANYI
ef8a418479
library: texture: do not expose sub-modules
2020-03-23 12:44:17 +01:00
Bruno BELANYI
db4b8b05ba
library: shape: do not expose sub-modules
2020-03-23 12:44:17 +01:00
Bruno BELANYI
bef61b43b8
library: material: do not expose sub-modules
2020-03-23 12:44:17 +01:00
Bruno BELANYI
f8102ddb3b
library: light: do not expose sub-modules
2020-03-23 12:44:17 +01:00
Antoine Martin
0d59f49ea7
library: document root module
2020-03-23 12:44:17 +01:00
Antoine Martin
64125dbc43
library: document render module
2020-03-23 12:44:17 +01:00
Antoine Martin
a9fd726a0d
library: document shape module
2020-03-23 12:44:17 +01:00
Antoine Martin
ce1b8eeaaa
library: document texture module
2020-03-23 12:43:22 +01:00
Antoine Martin
94ab40413a
library: document serialize module
2020-03-23 12:42:36 +01:00
Antoine Martin
614217d33e
library: document material module
2020-03-23 12:42:36 +01:00
Antoine Martin
2aed964101
library: document light module
2020-03-23 12:41:39 +01:00
Antoine Martin
04deae1d88
library: document core module
2020-03-22 00:14:25 +01:00
Antoine Martin
2c6e0b42d2
library: core: document light_properties module
2020-03-22 00:14:25 +01:00
Antoine Martin
b71f0aee5a
library: core: document film module
2020-03-22 00:14:25 +01:00
Antoine Martin
07dbad95b5
library: core: document color module
2020-03-22 00:14:25 +01:00
Antoine Martin
db84708392
library: core: document camera module
2020-03-22 00:14:25 +01:00
Antoine Martin
ffd40148a7
library: add missing_docs warning
2020-03-20 17:53:08 +01:00
Antoine Martin
db3ba1b312
library: render: scene: use iterators for cast_ray
2020-03-20 00:47:25 +01:00
Bruno BELANYI
40c2ae1bc9
library: render: scene: more like-like refractions
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The refractions are now implemented using the Fresnel equations to take
into account the amount of light that is reflected off of transparent
surfaces.
For example, this leads to a small amount of discoloring at the edges of
the ball in the example scene. Indeed, this ball has a refractive index
higher than diamond (!), so its edges reflect light much more than when
looking at it dead-center.
2020-03-19 19:12:40 +01:00
Bruno BELANYI
27ac0ffe9f
examples: add triangles scene
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This scene showcases a transparent sphere.
2020-03-19 18:27:07 +01:00
Bruno BELANYI
552c0cb966
library: implement refraction
...
This necessitated to rework how light properties for a material were
given. A material can have either reflectivity or transparency. This
changes the parsing of materials, using a `LightProperty` structure at
its core.
This is does not implement the true Fresnel equations to take into
account the amount of reflection that an incident goes through when
encountering a transparent object.
2020-03-19 18:23:20 +01:00
Bruno BELANYI
e00950c7e5
library: render: scene: fix spatial lighting
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The spatial lighting did not take into account the object's color when
calculating the amount of diffuse and specular light that was emitted.
2020-03-19 18:22:31 +01:00
Bruno BELANYI
4278f5462b
library: serialize: add coefficient module
2020-03-19 13:37:20 +01:00
Bruno BELANYI
00de0bf118
examples: colorful: use & annotate optional fields
2020-03-19 13:11:06 +01:00