PA 2 Code: Ray Tracing 1

Due: Thursday 24 September 2015 (11:59pm)

Do this project alone or in groups of two, as you prefer. You can use Piazza to help pair yourselves up.

Do the written part alone.

Introduction

Ray tracing is a simple and powerful algorithm for rendering images. Within the accuracy of the scene and shading models and with enough computing time, the images produced by a ray tracer can be physically accurate and can appear indistinguishable from real images. Cornell pioneered research in accurate rendering. See http://www.graphics.cornell.edu/online/box/compare.html for the famous Cornell box, which exists in Rhodes Hall.

The basic idea behind ray tracing is to model the movement of photons as they travel along their path from a light source, to a surface, and finally to a viewer's eye. Tracing forward along this path is difficult, since it can be unclear which photons will make it to the eye, especially when photons can bounce between objects several times along their path (and in unpredictable ways). To simplify the system, these paths are computed in reverse; that is, rays originate from the position of the eye. Color information, which depends on the scene's light sources, is computed when these rays intersect an object, and is sent back towards the eye to determine the color of any particular pixel.

In this assignment, you will complete an implementation of a ray tracer. It will not be able to produce physically accurate images, but later in the semester you will extend it to produce nice looking images with many interesting effects.

We have provided framework code to save you from spending time on class hierarchy design and input/output code, and rather to have you focus on implementing the core ray tracing components. However, you also have the freedom to redesign the system as long as your ray tracer meets our requirements and produces the same images for the given scenes.

Requirement Overview

The programming portion of this assignment is described below.

A ray tracer computes images in image order, meaning that the outer loop visits pixels one at a time. (In our framework the outer loop is found in the class RayTracer). For each pixel it performs the following operations:

In this assignment, your ray tracer will have support for:

Your ray tracer will read files in an XML file format and output PNG images. We have split ray tracing in CS4620 into two parts. For now, you will implement basic ray tracing. Later in the semester, after you have learned many more graphics techniques, you will implement other features, such as advanced shaders, faster rendering, and transformations on groups of objects. In this document, we focus on what you need to implement the basic elements of a ray tracer.

Getting Started

A new commit has been pushed to the class Github page in the master branch. We recommend switching to your master branch, pulling this commit, and creating a new branch (e.g. A2 solution) and committing your work there. This new commit contains all the framework changes and additions necessary for this project.

Specification and Implementation

We have marked all the functions or parts of the functions you need to complete with TODO#A2 in the source code. To see all these TODO's in Eclipse, select Search menu, then File Search and type "TODO#A2". There are quite a few separate code snippets to complete in this assignment. To check your progress as you go along, we recommend implementation in the following order.

Cameras

An instance of the Camera class represents a camera in the scene. It must implement the following methods:

  public void initView()
This method sets an orthonormal basis for the camera based on the view and up directions. It should also set initialized to true.
  public void getRay(Ray outRay, double inU, double inV)
This method generates a new ray starting at the camera through a given image point and stores it in outRay. The image point is given in UV coordinates, which must first be converted into view coordinates. Recall that an orthographic camera produces rays with varying origin and constant direction, whereas a perspective camera produces rays with constant origin and varying direction.

You will implement these two methods for both the OrthographicCamera and the PerspectiveCamera. All of the properties you will need are stored in the Camera class.

You can then test your getRay() method for both of these classes by running the main method in Camera.java.

Surfaces

An instance of the Surface class represents a piece of geometry in the scene. It has to implement the following method:

  boolean intersect(IntersectionRecord outRecord, Ray ray)

This method intersects the given ray with the surface. Return true if the ray intersects the geometry and write relevant information to the IntersectionRecord structure. Relevant information includes the position of the hit point, the surface normal at the hit point, the value t of the ray at the hit point, and the surface being hit itself. See the IntersectionRecord class for details.

We ask that you implement the intersection method for the following surfaces:

Scene

The Scene class stores information relating to the composition, i.e. the camera, a list of surfaces, a list of lights, etc. It also contains a scene-file-specified exposure field, which can be used to adjust the brightness of the resulting image. You need to implement the following method:

  boolean intersect(IntersectionRecord outRecord, Ray rayIn, boolean anyIntersection)

The method should loop through all surfaces in the scene (stored in the Surfaces field), looking for intersections along rayIn. This is done by calling the intersect method on each surface and it is used when a ray is first cast out into the scene. If anyIntersection is false, it should only record the first intersection that happens along rayIn, i.e. the intersection with the lowest value of t. If there is such an intersection, it is recorded in outRecord and true is returned; otherwise, the method returns false, and outRecord is not modified. If anyIntersection is true, the method may return true immediately upon finding any intersection with the scene's geometry, even without setting outRecord (this version is used to make shadow calculations faster).

Ray Tracing

You then need to complete the shadeRay method of the RayTracer class. This method contains the main logic of the ray tracer. It takes a ray generated by the camera, intersects it with the scene, and returns a color based on what the ray hits. Fortunately, most of the details are implemented in other methods; all you need to do is call those methods, and this should only take a few lines. For instance, the Scene class contains a method for finding the first object a given ray hits. Details are in the code's comments.

We have provided a normal shader that determines color based on the normal of the surface, as well as some sample scenes that use this shader. Once you have completed the previous sections, you should be able to render the scenes one-sphere-normals.xml and two-boxes-normals.xml correctly. See Appendix A for details on rendering scenes.

Shaders

A shader is represented by an instance of the Shader class. You need to implement the following method:

  public void shade(Colord outIntensity, Scene scene, Ray ray, IntersectionRecord record)

which sets outIntensity (the resulting color) to the fraction of the light that comes from the incoming direction (omega_i)(i.e. the direction towards the light) and scatters out in direction (omega_o) (i.e., towards the viewer).

We ask you to implement two shaders:

Notice that these values should be computed once for each light in the scene, and the contributions from each light should be summed, unless something is blocking the path from the light source to the object. Shader.java contains a useful isShadowed() method to check this. Overall, the code for each shade method should look something like:

 reset outIntensity to (0, 0, 0)
   for each light in the scene
     if !isShadowed(...)
       compute color contribution from this light
       add this contribution to outIntensity
     end if 
   end for 

After the shaders are completed, you should be able to render one-sphere.xml, two-boxes.xml, wire-box.xml, and the bunny scenes correctly.

Appendix A: Testing

The data directory contains scene files and reference images for the purpose of testing your code. Right click on the RayTracer file in Package Explorer, and choose Run As->Java Application. Without any command line arguments, the ray tracer will attempt to render all scenes in the default scene directory (i.e. data/scenes/ray1). If you want to render specific scenes, you can list the file names individually on the command line. This can be done from the Run dialog (Run Configurations). Choose the Arguments tab, and provide your command line arguments in Program arguments. Additionally, passing in a directory name will render all scenes in that directory.

Note that RayTracer prepends data/scenes/ray1 to its arguments. This means that you only need to provide a scene file name to render it. For example, if you give the argument one-sphere.xml to the RayTracer it will load the scene file data/scenes/ray1/one-sphere.xml and produce an output image in the same directory as the scene file.

If you would like to change the default scene location, there is a -p command line option that allows you to specify a different default path instead of using data/scenes/ray1.

Compare the images you have with the reference images, if there are visually significant differences, consider checking for bugs in your code.

Appendix B: Extra Credit

We've included a Cylinder subclass of Surface, similar to the Triangle and Sphere classes. The class contains center, a 3D point, and radius, height, both real numbers. Assume that the cylinder is capped, i.e., the top and bottom have caps (it is not a hollow tube). Also, assume it is aligned with the z-axis, and is centered around center;
i.e., if center is (center_x, center_y, center_z), the cylinder's z-extent is from (center_z-height/2) to (center_z+height/2).

Your task is to implement the intersect method of a mathematical cylinder (NOT a meshed cylinder). Add an XML scene that includes a cylinder to test your implementation (See Appendix C for details on how this should be done--you shouldn't need to change any parser code).

Once this is done, try implementing a cylinder that is arbitrarily oriented. You will need to add two parameters, rotX and rotY, to specify the cylinder's rotation about the x and y axes. Note that this will require changing the coordinate system of the incoming ray within the intersect method to account for these rotations. After the coordinate system change, the math used to intersect the ray with the cylinder should be the same as its axis-aligned variant. Finally, build a test scene with a cylinder object.

Appendix C: Framework

This section describes the framework code that comes with the assignment. You do not need to spend time trying to understand it and it is not essential to read this to get started on the assignment. Instead, you can reference it as needed.

The framework for this assignment includes a simple main program, some utility classes for vector math, a parser for the input file format, and stubs for the classes that are required by the parser.

RayTracer

This class holds the entry point for the program. The main method is provided, so that your program will have a command-line interface compatible with ours. It treats each command line argument as the name of an input file, which it parses, renders an image, and writes the image to a PNG file. The method RayTracer.renderImage is called to do the actual rendering.

Image

This class contains an array of pixel colors (stored as doubles) and the requisite code to get and set pixels and to output the image to a PNG file.

egl.math package

This package contains classes to represent 2D and 3D vectors, as well as RGB colors. They support all the standard vector arithmetic operations you're likely to need, including dot and cross products for vectors and addition and scaling for colors.

Parser

The Parser class contains a simple parser based on Java's built-in XML parsing. The parser simply reads a XML document and instantiates an object for each XML entity, adding it to its containing element by calling set... or add... methods on the containing object.

For instance, the input:

<scene>
    <surface type="Sphere">
        <shader type="Lambertian">
            <diffuseColor>0 0 1</diffuseColor>
        </shader>
        <center>1 2 3</center>
        <radius>4</radius>
    </surface>
</scene>
results in the following construction sequence:

Which elements are allowed where in the file is determined by which classes contain appropriate methods, and the types of those methods' parameters determine how the tag's contents are parsed (as a number, a vector, etc.). There is more detail for the curious in the header comment of the Parser class.

The practical result of all this is that your ray tracer is handed an object of class Scene that contains objects that are in one-to-one correspondence with the elements in the input file. You shouldn't need to change the parser in any way.

What to Submit

Submit a zip file containing your solution organized the same way as the code on Github. Include a readme in your zip that contains:

Upload here (CMS)