# File benchmark/bm_ao_render.rb, line 204
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
# File benchmark/bm_ao_render.rb, line 212
def ambient_occlusion(isect)
basis = Array.new(3)
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
ntheta.times do
r = Rand::rand
phi = 2.0 * 3.14159265 * Rand::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
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
# File benchmark/bm_ao_render.rb, line 256
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)
# Subsmpling
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
col = ambient_occlusion(isect)
rad.x = rad.x + col.x
rad.y = rad.y + col.y
rad.z = rad.z + col.z
else
0.0
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
end
end