RT (Ray tracer) is a mile-stone project in the 3D graphics curriculum of 42.
We're a team of four who've realized this project by combing a series of modules and features to make a pretty fun ray tracer. This includes :
- anti-aliasing
- Perlin noise
- constructive solid geometry
- multi-threading
- soft shadows
- Phong shading
- tone mapping
- color quantization (for an 8-bit effect)
- reflection/refraction
- volume hierarchy
- textures
- wavefront obj rendering
This document will explain : 1. How to write scenes using our custom scene description syntax more or less based on JSON. 2. The global variables which affect how the scene is rendered.
RT has so far only been tested on Mac Mavericks through Yosemite. You will need to install SDL.
make
./rt ./example.rtsdf
A complete scene will have the following Elements specified by the user:
Window
Camera
Light
Shapes
- Single line comments are possible and use c++ style
//
and must be placed at beginning of line to function - Scene elements and sub Elements begin with a capital letter
- Their fields are balenced with
{}
- Scalars are contained in
<>
- Vectors are contained in
<,,>
and their values are comma separated.
- Their fields are balenced with
The Window
element defines an SDL window. One can specify its width
and height
.
example :
Window {
width <1000>
height <600>
}
The Camera
is a point camera from where rays will originate but other aspects of the scene may be described here. Its fields are : fov
(the camera's field of view), origin
, direction
, anti_aliasing
, sh_grain
(the graininess of the soft shadows) . It accepts the sub-elements Transformation
and Film
.
example :
Camera {
fov <50>
origin <0, 0, 0>
direction <0, 0, 1>
//Boolean 0 or 1 - the amount is defined in
//a header, explained below
anti_aliasing <1>
//An integer between 1 and 100
sh_grain <1>
Film {
...
}
Transformation {
...
}
}
One can apply a few effects to the rendered image by specifying the fields:
ldr
- (Low Dynamic Range) which tonemaps the image
quantize
- Produces an 8-bit effect by reducing the color range and looking for the nearest-neighbor.
exposure
- increase image's brightness
example :
Film {
ldr <1> //bool
quantize <1> //bool
exposure <1.4>//double between ~0 and 3
}
Transformation combines the scale
, rotation
and transformation
vectors to generate a transformation matrix.
Can be applied to shapes, Camera
and Light
elements.
example :
Transformation {
scale <3, 3, 3>
rotation <0, 0, 0>
translation <0, 10, -10>
}
A scene can have a maximum of two lights. RT uses naive point-lights.
One can specify a light's Transformation
and color
.
example :
Light {
//rgb values
color <255, 255, 255>
Transformation {
scale <3, 3, 3>
rotation <0, 0, 0>
translation <0, 0, 0>
}
}
Accepts sub-elements Transformation
and Material
.
RT renders the primitives Plane
, Sphere
, Cylinder
, Cone
, Triangle
and Cube
.
example :
Cylinder {
Transformation {
...
}
Material {
...
}
}
RT can render wavefront obj models by specifying its path.
example:
Mesh {
url "./standfordBunny.obj"
Transformation {
...
}
Material {
...
}
}
A Csg
is constructed by recursively associating the primitives Sphere
, Plane
, Cylinder
or Cone
with the either a Difference
, Union
or Intersection
operator inside a manually specified tree via the Left
and Right
fields.
Example :
Csg {
Difference {
Left {
Sphere {
...
}
Material {
...
}
}
}
Right {
Cylinder {
Transformation {
...
}
Material {
...
}
}
}
}
A user may specify an object's color
, Phong-shading coefficients : lambert
, specular
, ambient
, and the amount of refraction
/reflective
.
Under Material
, one can specify a Texture
.
example:
Material
{
color <130, 155, 95>
//doubles between 0 and 1
lambert <.6>
specular <.2>
ambient <.2>
reflective <0.3>
refraction <0.2>
Texture {
...
}
}
RT can apply bitmap files and Perlin-noise as textures.
example:
Texture {
//looks for 'starry_night' in '../textures/'
type "extern"
file "starry_night"
}
Via the type
field, one can specify three different Perlin noise presets : "pure"
, "marble"
and "wood"
.
In all cases, the two colors between which the noise fluctuates, the repetition factor on each axis, the noise turbulence's power and size, can be specified via the fields color_a
/color_b
, repetition
, turb_power
and turb_size
respectively.
example :
Texture {
type "marble"
color_a <255, 255, 255>
color_b <0, 0, 0>
repetition <0.3, 0.3, 0.3>
turb_power <64>
turb_size <16>
}
All of the variables which modify key program behavior can be edited from include/macros.h
Number of samples per pixel from the default four.
# define AA_SAMPLES 4
Number of threads to run.
# define NTHREAD 1