# AO render benchmark # Original program (C) Syoyo Fujita in Javascript (and other languages) # https://code.google.com/p/aobench/ # Ruby(yarv2llvm) version by Hideki Miura # IMAGE_WIDTH = 256 IMAGE_HEIGHT = 256 NSUBSAMPLES = 2 NAO_SAMPLES = 8 class Vec def initialize(x, y, z) @x = x @y = y @z = z end attr_accessor :x, :y, :z def vadd(b) Vec.new(@x + b.x, @y + b.y, @z + b.z) end def vsub(b) Vec.new(@x - b.x, @y - b.y, @z - b.z) end def vcross(b) Vec.new(@y * b.z - @z * b.y, @z * b.x - @x * b.z, @x * b.y - @y * b.x) end def vdot(b) @x * b.x + @y * b.y + @z * b.z end def vlength Math.sqrt(@x * @x + @y * @y + @z * @z) end def vnormalize len = vlength v = Vec.new(@x, @y, @z) if len > 1.0e-17 then v.x = v.x / len v.y = v.y / len v.z = v.z / len end v end end class Sphere def initialize(center, radius) @center = center @radius = radius end attr_reader :center, :radius def intersect(ray, isect) rs = ray.org.vsub(@center) b = rs.vdot(ray.dir) c = rs.vdot(rs) - (@radius * @radius) d = b * b - c if d > 0.0 then t = - b - Math.sqrt(d) if t > 0.0 and t < isect.t then isect.t = t isect.hit = true isect.pl = Vec.new(ray.org.x + ray.dir.x * t, ray.org.y + ray.dir.y * t, ray.org.z + ray.dir.z * t) n = isect.pl.vsub(@center) isect.n = n.vnormalize else 0.0 end end nil end end class Plane def initialize(p, n) @p = p @n = n end def intersect(ray, isect) d = -@p.vdot(@n) v = ray.dir.vdot(@n) v0 = v if v < 0.0 then v0 = -v end if v0 < 1.0e-17 then return end t = -(ray.org.vdot(@n) + d) / v if t > 0.0 and t < isect.t then isect.hit = true isect.t = t isect.n = @n isect.pl = Vec.new(ray.org.x + t * ray.dir.x, ray.org.y + t * ray.dir.y, ray.org.z + t * ray.dir.z) end nil end end class Ray def initialize(org, dir) @org = org @dir = dir end attr_accessor :org, :dir end class Isect def initialize @t = 10000000.0 @hit = false @pl = Vec.new(0.0, 0.0, 0.0) @n = Vec.new(0.0, 0.0, 0.0) end attr_accessor :t, :hit, :pl, :n end def clamp(f) i = f * 255.5 if i > 255.0 then i = 255.0 end if i < 0.0 then i = 0.0 end i.to_i end def otherBasis(basis, n) basis[2] = Vec.new(n.x, n.y, n.z) basis[1] = Vec.new(0.0, 0.0, 0.0) if n.x < 0.6 and n.x > -0.6 then basis[1].x = 1.0 elsif n.y < 0.6 and n.y > -0.6 then basis[1].y = 1.0 elsif n.z < 0.6 and n.z > -0.6 then basis[1].z = 1.0 else basis[1].x = 1.0 end basis[0] = basis[1].vcross(basis[2]) basis[0] = basis[0].vnormalize basis[1] = basis[2].vcross(basis[0]) basis[1] = basis[1].vnormalize end class Scene def initialize @spheres = Array.new @spheres[0] = Sphere.new(Vec.new(-2.0, 0.0, -3.5), 0.5) @spheres[1] = Sphere.new(Vec.new(-0.5, 0.0, -3.0), 0.5) @spheres[2] = Sphere.new(Vec.new(1.0, 0.0, -2.2), 0.5) @plane = Plane.new(Vec.new(0.0, -0.5, 0.0), Vec.new(0.0, 1.0, 0.0)) end def ambient_occlusion(isect) basis = Array.new otherBasis(basis, isect.n) ntheta = NAO_SAMPLES nphi = NAO_SAMPLES eps = 0.0001 occlusion = 0.0 p0 = Vec.new(isect.pl.x + eps * isect.n.x, isect.pl.y + eps * isect.n.y, isect.pl.z + eps * isect.n.z) nphi.times do |j| ntheta.times do |i| r = rand phi = 2.0 * 3.14159265 * rand x = Math.cos(phi) * Math.sqrt(1.0 - r) y = Math.sin(phi) * Math.sqrt(1.0 - r) z = Math.sqrt(r) rx = x * basis[0].x + y * basis[1].x + z * basis[2].x ry = x * basis[0].y + y * basis[1].y + z * basis[2].y rz = x * basis[0].z + y * basis[1].z + z * basis[2].z raydir = Vec.new(rx, ry, rz) ray = Ray.new(p0, raydir) occisect = Isect.new @spheres[0].intersect(ray, occisect) @spheres[1].intersect(ray, occisect) @spheres[2].intersect(ray, occisect) @plane.intersect(ray, occisect) if occisect.hit then occlusion = occlusion + 1.0 else 0.0 end end end occlusion = (ntheta.to_f * nphi.to_f - occlusion) / (ntheta.to_f * nphi.to_f) Vec.new(occlusion, occlusion, occlusion) end def render(w, h, nsubsamples) cnt = 0 nsf = nsubsamples.to_f h.times do |y| w.times do |x| rad = Vec.new(0.0, 0.0, 0.0) # Subsampling nsubsamples.times do |v| nsubsamples.times do |u| cnt = cnt + 1 wf = w.to_f hf = h.to_f xf = x.to_f yf = y.to_f uf = u.to_f vf = v.to_f px = (xf + (uf / nsf) - (wf / 2.0)) / (wf / 2.0) py = -(yf + (vf / nsf) - (hf / 2.0)) / (hf / 2.0) eye = Vec.new(px, py, -1.0).vnormalize ray = Ray.new(Vec.new(0.0, 0.0, 0.0), eye) isect = Isect.new @spheres[0].intersect(ray, isect) @spheres[1].intersect(ray, isect) @spheres[2].intersect(ray, isect) @plane.intersect(ray, isect) if isect.hit then col = ambient_occlusion(isect) rad.x = rad.x + col.x rad.y = rad.y + col.y rad.z = rad.z + col.z end end end r = rad.x / (nsf * nsf) g = rad.y / (nsf * nsf) b = rad.z / (nsf * nsf) printf("%c", clamp(r)) printf("%c", clamp(g)) printf("%c", clamp(b)) end nil end nil end end alias printf_orig printf def printf *args end # File.open("ao.ppm", "w") do |fp| printf("P6\n") printf("%d %d\n", IMAGE_WIDTH, IMAGE_HEIGHT) printf("255\n", IMAGE_WIDTH, IMAGE_HEIGHT) Scene.new.render(IMAGE_WIDTH, IMAGE_HEIGHT, NSUBSAMPLES) # end undef printf alias printf printf_orig