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Revision 1604 - (view) (download)
1 : | jhr | 1602 | // bmark-diderot.diderot |
2 : | jhr | 1533 | // |
3 : | jhr | 1602 | // COPYRIGHT (c) 2011 The Diderot Project (http://diderot-language.cs.uchicago.edu) |
4 : | // All rights reserved. | ||
5 : | // | ||
6 : | jhr | 1533 | // simple volume renderer, now with a single directional light, |
7 : | // Phong shading, and the new camera. | ||
8 : | // | ||
9 : | |||
10 : | jhr | 1572 | string dataFile = "../../data/vfrhand-nohip.nhdr"; |
11 : | jhr | 1533 | vec3 camEye = [127.331, -1322.05, 272.53]; |
12 : | vec3 camAt = [63.0, 82.6536, 98.0]; | ||
13 : | vec3 camUp = [0.9987, 0.0459166, -0.0221267]; | ||
14 : | real camNear = -78.0; | ||
15 : | real camFar = 78.0; | ||
16 : | real camFOV = 5.0; | ||
17 : | int imgResU = 480; | ||
18 : | int imgResV = 345; | ||
19 : | real rayStep = 0.1; | ||
20 : | real valOpacMin = 400.0; // 400.0 for skin, 1150.0 for bone | ||
21 : | real valOpacMax = 700.0; // 700.0 for skin, 1450.0 for bone | ||
22 : | |||
23 : | real camDist = |camAt - camEye|; | ||
24 : | real camVspNear = camDist + camNear; | ||
25 : | real camVspFar = camDist + camFar; | ||
26 : | vec3 camN = normalize(camAt - camEye); | ||
27 : | vec3 camU = normalize(camN × camUp); | ||
28 : | vec3 camV = camN × camU; | ||
29 : | real camVmax = tan(camFOV*π/360.0)*camDist; | ||
30 : | real camUmax = camVmax*real(imgResU)/real(imgResV); | ||
31 : | |||
32 : | vec3 lightVspDir = [0.9, -1.0, -2.5]; | ||
33 : | vec3 lightDir = normalize(lightVspDir[0]*camU + lightVspDir[1]*camV + lightVspDir[2]*camN); | ||
34 : | |||
35 : | real phongKa = 0.05; | ||
36 : | glk | 1599 | real phongKd = 0.80; |
37 : | real phongKs = 0.20; | ||
38 : | jhr | 1533 | real phongSp = 50.0; |
39 : | |||
40 : | field#2(3)[] F = bspln3 ⊛ load(dataFile); | ||
41 : | |||
42 : | strand RayCast (int ui, int vi) | ||
43 : | { | ||
44 : | real rayU = lerp(-camUmax, camUmax, -0.5, real(ui), real(imgResU)-0.5); | ||
45 : | real rayV = lerp(-camVmax, camVmax, -0.5, real(vi), real(imgResV)-0.5); | ||
46 : | vec3 rayVec = (camDist*camN + rayU*camU + rayV*camV)/camDist; | ||
47 : | vec3 toEye = normalize(-rayVec); | ||
48 : | |||
49 : | real rayN = camVspNear; | ||
50 : | real rayTransp = 1.0; | ||
51 : | real rayGrey = 0.0; | ||
52 : | output vec4 outRGBA = [0.0, 0.0, 0.0, 0.0]; | ||
53 : | |||
54 : | jhr | 1581 | update { |
55 : | glk | 1599 | vec3 rayPos = camEye + rayN*rayVec; |
56 : | if (inside (rayPos,F)) { | ||
57 : | real val = F(rayPos); | ||
58 : | if (val > valOpacMin) { // we have some opacity | ||
59 : | vec3 grad = ∇F(rayPos); // (here as easy target for optimization) | ||
60 : | vec3 norm = normalize(-∇F(rayPos)); | ||
61 : | real alpha = min(1.0, lerp(0.0, 1.0, valOpacMin, val, valOpacMax)); | ||
62 : | real ld = max(0.0, norm • lightDir); | ||
63 : | real hd = max(0.0, norm • normalize(lightDir + toEye)); | ||
64 : | real pnt = phongKa | ||
65 : | + phongKd * ld | ||
66 : | + phongKs * hd^phongSp; | ||
67 : | rayGrey += rayTransp*alpha*pnt; | ||
68 : | rayTransp = rayTransp*(1.0 - alpha); | ||
69 : | } | ||
70 : | jhr | 1533 | } |
71 : | if (rayTransp < 0.01) { // early ray termination | ||
72 : | rayTransp = 0.0; | ||
73 : | stabilize; | ||
74 : | } | ||
75 : | if (rayN > camVspFar) { | ||
76 : | stabilize; | ||
77 : | } | ||
78 : | rayN += rayStep; | ||
79 : | } | ||
80 : | |||
81 : | stabilize { | ||
82 : | jhr | 1586 | outRGBA = [rayGrey, rayGrey, rayGrey, 1.0-rayTransp]; |
83 : | jhr | 1533 | } |
84 : | |||
85 : | } | ||
86 : | |||
87 : | initially [ RayCast(ui, vi) | vi in 0..(imgResV-1), ui in 0..(imgResU-1) ]; |
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