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tsukihiができるまで #レイトレ合宿4
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がむ
August 27, 2016
Technology
10k
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tsukihiができるまで #レイトレ合宿4
レイトレ合宿4で発表したレンダラーtsukihiの紹介です。
https://sites.google.com/site/raytracingcamp4/
がむ
August 27, 2016
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Transcript
CPU RENDER tsukihi Sho Hosoda / @gam0022
None
UTVLJIJ͕Ͱ͖Δ·Ͱ 1
͓ “Rendering a beautiful image within 5 minutes.”
ϨΠϚʔνϯά×ύετϨʔγϯά ̑Ͳ͜Ζ͔ ̑࣌ؒͩͬͨ…
Ͳ͏ͬͯ ̑Ҏʹඳը͢Δʁ
४උ࣌ؒ εΩϧΓͳ͍ʜʜ
ઓུ ٖࣅදݱͰޡຐԽͦ͏ʂ
UTVLJIJͷಛ 2
⁞ϨΠͱγʔϯͷিಥఆϨΠϚʔνϯά ϥϯόʔτࣹʹΑΔݹయతͳγΣʔσΟϯά ٖࣅ"0ٖࣅίʔςΟΫεΛՃ্࣭͑ͯ
⁞ϨΠͱγʔϯͷিಥఆϨΠϚʔνϯά ϥϯόʔτࣹʹΑΔݹయతͳγΣʔσΟϯά ٖࣅ"0ٖࣅίʔςΟΫεΛՃ্࣭͑ͯ
w ڑؔʢӄؔʣͰදݱ͞Εͨγʔϯͱ ϨΠͱͷަΛۙతʹٻΊΔख๏ w ϑϥΫλϧਤܗڑؔͰఆٛͰ͖Δ w ࢀߟࢿྉʢ4MJEF4IBSFʣ γΣʔμ͚ͩͰੈքΛΔʂUISFFKTʹΑΔϨΠϚʔνϯά ϨΠϚʔνϯά
struct RaymarchingSphere : public RaymarchingObject { public: RaymarchingSphere(const Vec3 &position,
const double scale, const Color &emission, const Color &color, const ReflectionType reflection_type) : RaymarchingObject(position, scale, emission, color, reflection_type) { } double distanceFunction(const Vec3 &p) const { return length(p - position) - scale; } }; code ϨΠϚʔνϯάͷΦϒδΣΫτͷఆٛ 3BZNBSDIJOH0CKFDUΛܧঝͯ͠EJTUBODF'VODUJPOΛ࣮͢ΕΑ͍ઃܭ
const double mengerSpongeLoop(const Vec3& p) const { double d =
0.0; const double one_third = 1.0 / 3.0; for (int i = 0; i < 4; i++) { double k = pow(one_third, i); double kh = k * 0.5; d = std::max(d, -crossBar(mod(p + kh, k * 2.0) - kh, k * one_third)); } return d; } code ϝϯΨʔͷεϙϯδͷແݶ൛ͷڑؔ
⁞ϨΠͱγʔϯͷিಥఆϨΠϚʔνϯά ϥϯόʔτࣹʹΑΔݹయతͳγΣʔσΟϯά ٖࣅ"0ٖࣅίʔςΟΫεΛՃ্࣭͑ͯ
w ී௨ͷϥϯόʔτࣹ w ޫݯٿޫݯͷΈ w ڑͷٯଇʹΑΔޫͷݮਰ ݹయతͳγΣʔσΟϯά
⁞ϨΠͱγʔϯͷিಥఆϨΠϚʔνϯά ϥϯόʔτࣹʹΑΔݹయతͳγΣʔσΟϯά ٖࣅ"0ٖࣅίʔςΟΫεΛՃ্࣭͑ͯ
w ΦϯϥΠϯϨϯμϦϯάͷσϞγʔϯͰ ༻͍ΒΕΔख๏Ͱ"0ιϑτγϟυΛٖࣅදݱ w ίʔςΟΫεٖࣅදݱʢྗٕʣ ٖࣅදݱʹΑΔ্࣭
"0ແ "0༗ ݀ͷःณ෦͕҉͘ͳΔ ٖࣅ"0
"0ແ "0༗ ٖࣅͱ͍͑ɺޮՌൈ܈ ٖࣅ"0
inline double calcAO(const Vec3 pos, const Vec3 normal) { double
k = 1.0, occluded = 0.0; for (int i = 0; i < 5; i++) { double length = 1.5 * i; double distance = map(normal * length + pos); occluded += (length - distance) * k; k *= 0.3; } return clamp(1.0 - occluded, 0.0, 1.0); } code ٖࣅ"0
ٖࣅ"0 occluded += (length - distance) * k; ःณͳ͠ EJTUBODFMFOHUI
ःณ͋Γ EJTUBODFMFOHUI
ٖࣅίʔςΟΫε ٖࣅίʔςΟΫε ύετϨʔγϯάʹΑΔ ίʔςΟΫε
inline double calcCaustics(const Vec3 pos, const Vec3 light_dir, const double
distance) { for (int i = 0; i < 20; i++) { Vec3 p = pos + light_dir * depth_to_refraction; d_to_refraction = refraction_map(p); if (std::abs(distance - depth_to_refraction) < kEPS || depth_to_refraction > depth_to_other) break; if (std::abs(d_to_refraction) < kEPS) { Vec3 n = calcRefractionNormal(p); return 1.0 + pow(1.07 * std::max(dot(n, -light_dir), 0.0), 100.0); } depth_to_refraction += d_to_refraction; } return 1.0; } code ٖࣅίʔςΟΫε
ٖࣅίʔςΟΫε w EPU O MJHIU@EJS MJHIU@EJSিಥ͔ΒޫݯͷϕΫτϧ O۶ંΦϒδΣΫτͷ๏ઢ
w ୯७ͳੵ͕ͩɺٿମʹݶΓͦΕͬΆ͘ͳΔ w ಾͷͱ͍͏ఆ return 1.0 + pow(1.07 * std::max(dot(n, -light_dir), 0.0), 100.0);
1280x960px 4spp 37.24sec @Core i7-6700K 4core Λେ͖͘Լճͬͨʂ
ιʔείʔυ w IUUQTHJUIVCDPNHBNUTVLJIJ w FEVQUΛGPSL࣮ͯ͠ʢIPMF͞Μʹײँʂʣ w དྷͦ͜ύετϨΛ͍ͨ͠