CSCI 480 / 580 - Assignment 2: Ray

Scott Wehrwein

Winter 2021

Quick facts:

Introduction

In this project, you’ll implement a pretty fully-featured raytracer. Raytracing is a really elegant algorithm that allows for a lot of physically-realistic effects with a relatively small amount of code (Paul Heckbert fit a raytracer on the back of his business card!)

Complete this project in groups of 2. Instructions for group setup are below.

The assignment is not small. There are 10 separate TODOs, some of which have multiple parts. Most of the TODOs involve less than 10 lines of code, though some will be more. I ran sloc on my solution and the skeleton and the difference in lines of actual code (“source”) was less than 200. However, many of those lines are backed by math that you need to understand to be able to write them.

Getting Started

Before accepting the Github Classroom assignment, make sure you know who you’re working with on this project. Then, click the Github Classroom link in the Canvas assignment. The first group member to accept the invite should create a new group. Name the group with the two WWU usernames of the group members in alphabetical order, followed by “a2”, all separated by an underscore. For example, if I were working with Brian Hutchinson on this project, one of us would create a group named hutchib2_wehrwes_a2 and we’d both join that group.

Setting up the project

The setup is similar to A1, except the package is named WWURay:

$ cd path/to/repo/WWURay
$ julia --project
julia> ]
(WWUMeshes) pkg> instantiate # (this is a one-time setup step)
pkg> <backspace>
julia> using Revise
julia> using WWURay
julia> WWURay.main(1, 1, 300, 300, "results/out_0.png") # should already "work"

Verify that out_0.png has been created in the results directory; it should be a 300x300 image containing all black pixels. This is your starting point - your job in this project is to make the picture more colorful!

Julia Concepts

A2 involves significantly more moving parts than A1 did, and thus has more “architecture” to it and uses more Julia features. This section gives you an overview of some of the concepts that are new in this assignment.

Types

Types in Julia are optional: you can tell Julia what type something is, but you don’t have to. The general reasons to specify types are as assertions (to make catching bugs easier) and performance (to give the compiler more information). The performance benefits of specifying types are often not what you think, since everything is JIT compiled with all applicable types at runtime anyway. The consensus at this point, though it’s still early, seems to be that you should only assert types if you have a good reason to. I’m not sure all the skeleton code follows this advice very well, but I tried.

Type annotations look like this:

3::Int

or

3.0::Float64

The most important time to pay attention to types in this project is in function signatures where the arguments of a function are typed. For example, in Cameras.jl we have a the function header:

function pixel_to_ray(camera::CanonicalCamera, i, j)

The first argument must be of type CanonicalCamera, whereas the second and third can be anything (formally, they are of type Any, which is the supertype of all types). From context, they should probably be integers, but I didn’t bother to tell the compiler that. These type annotations play a major role in the next section.

See https://docs.julialang.org/en/v1/manual/types/ if you wish to geek out over the full details of Julia’s type system.

Multiple Dispatch

The biggest departure from most languages you’ve probably encountered is that Julia is opinionatedly not object-oriented. Instead of object-oriented programming, class hierarchies, polymorphism, etc. etc. etc., Julia uses a paradigm called multiple dispatch to enable modular design. All the software architecture decisions in the raytracer have more or less been made for you, but nonetheless it’s important for you to understand how the raytracer is designed.

The basic idea of multiple dispatch is that each function (i.e., a subroutine with a particular name) can have multiple methods, each of which handles different numbers of arguments and types. You can think of this as method overloading on steroids. This ends up being a powerful and flexible replacement for many object-oriented patterns and constructs.

Let’s look at an example of this in the skeleton code. In WWURay.jl, there is a function called determine_color. Its purpose is to determine the color seen along a given ray - basically, this is most of the inner loop of the raytracer. The function takes several arguments that are needed to do the shading calcuation, but in particular notice its first parameter, shader. There are two separate definitions of the function, one with shader::Flat, and another with shader::Normal. At runtime, when we call determine_color, the type of the shader argument will determine which of these methods is called. One of your tasks will be to implement a third method of this function.

In an object-oriented language we might have a Shader superclass with an abstract determine_color method implemented by each of its subclasses. Multiple dispatch allows you decide which implementation of a function is called based on any combination of its arguments’ types. In this project, we keep it mostly pretty simple - most functions dispatch on only one of their arguments’ types.

Packages, Modules, Submodules, import, using

As in A1, in that all the modules in separate files are submodules of the WWURay module. They are included using include statements, which work like you’d expect (as if the file’s contents were included inline). Even after including the files, the code in WWURay still doesn’t have automatic access to their functionality because it is wrapped in submodules. There are two ways to get access to names in other modules:

Tasks - Overview

In this assignment, you will complete the following tasks:

  1. Intersect a ray with a sphere
  2. Find the closest intersecting object along a ray
  3. Implement the main raytracing loop that determines the color of each pixel.
  4. Implement diffuse (Lambertian) and diffuse+specular (Blinn-Phong) shading.
  5. Add shadow support
  6. Add support for mirror-reflective materials
  7. Implement ray-triangle intersection so we can render triangle meshes.
  8. View ray generation: Implement a general perspective camera
  9. Add support for textures
  10. Model your own scene and render a cool image!
  11. 580 only: Complete at least one extension

Tasks - Detail

0. Barebones ray generation (completed for you)

Basic ray generation for a canonical perspective camera has been implemented for you. See the CanonicalCamera type and the pixel_to_ray function in Cameras.jl. This camera is at the origin looking down the -z axis with a viewport width of 1 and a focal length of 1, for a horizontal field of view of 60 degrees.

1. Ray-sphere intersection

The next thing we need is to tell whether a ray intersects an object. We start with spheres. Your task is to implement ray_intersect(ray::Ray, object::Sphere in Scenes.jl. If the ray does not intersect the sphere, this method should return nothing; otherwise, it should return a HitRecord struct containing information about the intersection. The fields of the HitRecord should be filled in as follows:

2. Find the closest intersection

With multiple objects in the scene, we need to make sure that we base the pixel’s color on the closest object. Fill in closest_intersect in WWUray.jl. This function takes a Scene, a Ray, and bounding values tmin and tmax. We’ll use tmin and tmax for a few different purposes, but most obviously we need to make sure we don’t get ray intersections behind the camera (i.e., where t is less than 1, or whatever the focal distance of the camera is).

The closest_intersect function should call the ray_intersect on each object in the scene and return the resulting HitRecord object for the closest intersection whose t value lies between tmin and tmax. If no objects are intersected, it should return nothing.

3. Write the main raytracing loop

Take a look at the traceray function. This currently performs two tasks:

You’re finally about to have a working raytracer! Fill in the missing part of the main function in WWUray.jl. For each pixel in the image, call Cameras.pixel_to_ray to generate a viewing ray for that pixel. Then, call the traceray function and set the resulting color to that pixel of the canvas. Because we only want to consider objects in front of the camera, set tmin to 1 and tmax to Inf. For now, traceray ignores the rec_depth parameter; you can leave it out and it will default to 1.

At this point, you should be able to run

julia> WWURay.main(1, 1, 200, 300, "results/out_1.png")

and see an image like this:

Whoa! We just rendered something like the Japanese flag!

4. Shading - diffuse and diffuse+specular

That’s pretty cool, but doesn’t look like a physically realistic scene - everything is flat-colored. To get towards more realistic-looking scenes, we need lights and shading. The file Lights.jl contains types for lights that can be included in a scene. For this assignment, we’ll support directional lights and point lights.

4a. Calculating Light Directions

The key thing we’ll need to know when deciding a pixel’s color due to a given light is the direction of the light from the pixel. In Lights.jl, implement the two methods of the light_direction function:

light_direction(light::DirectionalLight, point::Vec3)
light_direction(light::PointLight, point::Vec3)
4b. Diffuse Shading

Since our scenes can have multiple lights, we need to calculate the color contribution from each light source. In TODO 4c, we’ll handle lights one at a time by calling shade_light in the determine_color method that handles PhysicalShadingModel shaders. To support this, implement the first method of the shade_light function, which calculates the (Lambertian) shading component for a given point and light source, then multiplies that by the point’s diffuse color. Recall that the diffuse color is calculated as: \[ L = k_d I \textrm{max}(0, n \cdot \ell) \] where \(k_d\) is the diffuse albedo, \(I\) is the light intensity, \(n\) is the surface normal, and \(\ell\) is the light direction. You can use the get_diffuse function from Materials.jl to get the diffuse color of an object; its second argument is a texture coordinate which we aren’t handling yet, but it will behave just fine if you pass nothing, so I suggest passing in hitrec.uv, which will be nothing for now but will eventually contain texture coordinates. You already wrote the light_direction function to find \(\ell\), and the Light object can tell you its intensity.

4c. Determining a pixel’s color under a physical shading model

Now we can implement determine_color, calling shade_light for each light source. At this point, your raytracer should be able to render objects with Lambertian shading models. Try it out with

julia> WWURay.main(2, 1, 300, 300, "results/out_2.png")

Test Scene 2 uses a directional light source, so if your code for the directional method of the light_direction function, shade_light, and determine_color are correct, you should get the following image:

Test Scene 3 uses a point light light source, so if the PointLight variant of the light_direction method is implemented correctly, you should be able to run:

julia> WWURay.main(3, 1, 300, 300, "results/out_3.png")

and get a sinister-looking result that looks like this:

4d. Diffuse-plus-specular shading: Blinn Phong shading model

Next, let’s enable shinier spheres by implementing the Blinn-Phong shading model, which uses a diffuse component just like the Lambertian model, but adds a specular component. Recall that the Blinn-Phong shading equation is: \[ L = k_d I \textrm{max}(0, n \cdot \ell) + k_s I \textrm{max}(0, n \cdot h)^p \] where \(k_d\) and \(k_s\) are the diffuse and specular colors, \(n\) is the surface normal, \(\ell\) is the light direction, \(I\) is the light intensity, \(p\) is the specular exponent, and \(h\) is the half-vector between the viewing and lighting directions, defined as \[ h = \frac{v + \ell}{||v + \ell||} \] where \(v\) is the view direction. The specular color and exponent are stored as part of the BlinnPhong shading model struct; the view direction can be determined using the incoming viewing ray.

If the BlinnPhong method of the shade_light function is working correctly, you should be able to render Test Scene 4

julia> WWURay.main(4, 1, 300, 300, "results/out_4.png")

and get the following result:

5. Shadows

At this point, if you render Test Scene 5:

julia> WWURay.main(5, 1, 300, 300, "results/out_5.png")

you’ll get an image that looks like this:

There’s “realistic” lighting here, but one important thing is missing: shadows. One of the most awesome things about raytracing is that many physical phenomena of light transport, from shadows to reflections to refraction, are actually pretty simple to do. When we hit an intersection, before we go ahead and compute the contribution from a given light source, all we have to do is first ask: is the light source actually visible from this point? Or in other terms, if I shoot a ray from this point towards the light source, does it hit any objects before it arrives at the light?

5a. Check if a point is shadowed from a light

Implement both methods of the is_shadowed function. Because DirectionalLights have constant direction, you can think of them as being infinitely far away, so the method for DirectionalLights is the simplest. If a ray from the point towards the light direction hits an object, then the object is in the way of the light source and the point won’t receive light from that source. The only thing to be careful of is the tmin and tmax values: in a world of perfect precision, we’d use 0 and Inf. However, you have to be careful to avoid hitting the object that you’re starting from - so instead of 0, set tmin to some small constant, such as 1e-8.

The PointLight method of is_shadowed is no more complicated, but the choice of tmin and tmax is different. Because the light source exists at a point in space, we only want a point on a surface to be shadowed if there’s an object between the point and the light source. This requires us to know how far away the light source is. The easiest way to account for this is to set up your shadow ray to have its origin at the surface and its direction vector point directly to the light source (i.e., its length is the distance from the point to the light). This way, the values of t we’re interested in finding intersections at are simply from the surface to t=1, past which we’d be hitting an object beyond the light source which therefore wouldnt’ be casting a shadow.

5b. Modify determine_color

Now that we’ve implemented is_shadowed, all we need to do is modify determine_color to call it. For each light, we now want to check if the point is shadowed with respect to that light, only adding in the contribution from the light source if it’s not obscured by another object.

At this point, if we try again on Test Scene 5, we’ll see shadows cast on the ground by each of the floating spheres:

julia> WWURay.main(5, 1, 300, 300, "results/out_5.png")

6. Mirror Reflections

As with shadows, adding mirror-like surfaces is not that complicated. If the surface were 100% reflective (i.e., a perfect mirror), we’d determine at what direction the ray would bounce off, then shoot a new ray in that direction and determine the color of that surface. If that surface happens to have mirror-like properties, well… this sounds like a use case for recursion!

Our renderer will support surfaces that do some of each - they have a surface color shaded according to some already-supported shading model, but that color is mixed with the color of whatever is reflected in the mirror-like surface. Notice that the Material struct in Materials.jl has a thus-far-ignored field called mirror_coeff. This is a value between 0 and 1 that determines what fraction of the color is determined by the local color (this surface’s shading model and diffuse color) vs. mirror reflection.

Modify the traceray function as follows:

At this point, Test Scene 6 should look like this:

julia> WWURay.main(6, 1, 300, 300, "results/out_6.png")

7. Ray-triangle intersection and mesh support

Spheres are great and all, but it would be nice to be able to render more general surfaces, too. In this step, we’ll add support for triangle meshes like the ones you generated in A1. The good news is that from the perspective of the renderer, a triangle mesh is simply a big pile of triangles, each of which can be treated as a separate object that needs to be rendered. I’ve set up the necessary types for you, so all you have to do for this step is implement another method of the ray_intersect function to support ray-triangle intersection; the existing rendering pipeline takes care of the rest!

The OBJMeshes.jl from A1 is included, so we can load meshes from files and you can drop in your A1 code to generate spheres and cylinders as well. In the second part of Scenes.jl, you’ll find the types set up for dealing with triangle meshes. Since the OBJ format specifies geometry but not material properties, I’ve defined a new type called Triangle that associates an OBJTriangle, the OBJMesh it belongs to, and a material with which to render it. The create_triangles function creates an array of Triangles given an OBJMesh and a material.

The job of ray_intersect, if the ray does indeed hit the object, is to fill in the HitRecord. Many of these fields get filled in similarly to how they were in the sphere: t, intersection, and object are all easy to determine. Normals and texture coordinates are less obvious - for spheres, we filled these in using very sphere-specific reasoning. Textures will be handled later in TODO 9, so you can simply uv to nothing for the moment. That leaves surface normals.

Since our triangle comes from an OBJ mesh, we know that it can have vertex normals stored for each corner, but we also know it doesn’t have to. If it does have vertex normals, we’d like to interpolate smoothly between them so our smooth objects don’t look faceted; if it doesn’t, then the best we can do is to use the normal of the triangle face. So:

After this is completed correctly, you should be able to render Test Scene 7 and see our favorite bunny staring contemplatively at itself in a mirror:

julia> WWURay.main(7, 1, 300, 300, "out_7.png")

8. General Cameras

[HW2 Problem 2 has much in common with this TODO] So far we’ve been using Test Camera 1, which is a CanonicalCamera, defined in Cameras.jl. The same file also has a PerspectiveCamera type that supports perspective cameras with arbitrary positions, orientations, and focal lengths. It is not fully general in that it still assumes a viewport width of 1 centered on the optical axis (i.e., centered at \((u,v) = (0,0)\)) and parallel to the \(uv\) plane, so it can’t handle shifted or oblique perspective views. To support this camera type, we need two things: a constructor and a pixel_to_ray method to generate rays from a PerspectiveCamera.

8a. Constructing a PerspectiveCamera

To build a PerspectiveCamera, we could simply specify the origin and \(\vec{u}, \vec{v}, \vec{w}\) axes, but this is cumbersome; usually we want something a little more intuitive. The constructor for PerspectiveCamera in Cameras.jl takes:

as well as image dimensions. To get \(\vec{u}, \vec{v}, \vec{w}\), we need to “square up” a basis from these vectors. See Marschner 4.3 and 2.4.7 for details on this.

8b. Generating rays

Implement the pixel_to_ray method for PerspectiveCameras. This step is analogous to the pixel_to_ray method for CanonicalCameras; you’ll still need to convert pixel coordinates into \((u,v)\) coordinates, but the origin of the rays is now the camera’s eye point, and the \((u,v)\) are coordinates in terms of the \(\vec{u}, \vec{v}, \vec{w}\) basis specifying its orientation.

Test Scene 8 is actually the same as Test Scene 7. If we use Test Camera 2, we’ll see it from a different perspective:

julia> WWURay.main(8, 2, 300, 300, "out_8.png")

Camera 3 has a very wide field-of-view (i.e., short focal length), which creates some weird-looking perspective distortion when rendering Scene 6:

julia> WWURay.main(6, 3, 300, 300, "out_8b.png")

9. Supporting Textures

So far we’ve ignored texture field of the Material struct. Materials.jl includes a type Texture that represents some image data to be applied as a texture. This requires changing get_diffuse to look up a texture value instead of the object’s diffuse color, and modifying the ray_intersect methods to store accurate uv coordinates in the HitRecords that they return. Here’s a suggested approach:

9a. Texture Lookups

Materials.jl contains a function get_texture_value that takes a Texture and a Vec2 of \((u, v)\) coordinates and returns an RGB value at those coordinates. This requires converting the \((u,v)\) coordinates, which are in the range [0,1] into pixel coordinates, which are in the range determined by the image size. This mapping will probably not result in an integer pixel value; there are several ways to deal with this. The simplest is to round to the nearest integer pixel coordinates (nearest-neighbor); the next simplest is to do bilinear interpolation; you can get even fancier with schemes like bicubic and so on.1 My implementation uses nearest-neighbor.

9b. Modify get_diffuse

This one’s pretty simple - modify get_diffuse to check whether a texture is present and call get_texture_value if so; otherwise, return the object’s diffuse color as before.

9c. Texture coordinates in ray_intersect (sphere)

[Your solution to Problem 1 on HW 2 will be useful for this TODO] The final step is to make sure that correct texture coordinates are supplied to the above, by filling in the correct value for uv in the HitRecord objects produced when intersecting rays. Modify the ray_intersect method for Spheres to add correct texture coordinates. Use the exact texture mapping function we used in A1.

9d. Texture coordinates in ray_intersect (triangle)

Modify the ray_intersect method for Triangles to add correct texture coordinates to the HitRecord. Use barycentric interpolation among the texture coordinates at the triangle’s three vertices.

If texture coordinates are working for both triangles and spheres, Test Scene 9 should look like this:

julia> WWURay.main(9, 1, 300, 300, "results/out_9.png")

10. Model your own scene

Each group member should complete this step individually. The deadline for this step is one day after the code deadline. Please make sure each partner has pushed their artifact code to github and submitted the artifact on Canvas before the artifact deadline.

If you haven’t already, take a look at TestScenes.jl to see how the scenes you’ve been rendering so far are set up. In this task, you’ll create and render an interesting scene of your own design.

Add the code for your scene to TestScenes.jl in a new function called artifact_<username>(img_height, img_width), where username is replaced by your WWU username. This function should return a 2-tuple of (Scene, Camera) that can be passed into the main function to render your scene. Render a 1000-pixel-wide image of your scene, save it in png format, and submit it to Canvas.

If the code to produce your artifact relies on extensions, put the artifact code in the extensions branch and note this in your readme file.

If you’ve implemented the animation extension, your artifact may be a video instead of a still image. In this case, save the video as artifact_<username>.mp4.

Best Artifact Prize Artifacts will be showcased to the class and and the winner of a vote for best artifact will receive 5 points of extra credit on the assignment.

How and What to Submit

  1. Generate a 490x490 render of each of the test images provided in this writeup and commit it to your repository in the results directory.
  2. Submit your code by pushing your final changes to Github before the deadline.
  3. Each group member should fill out the A2 Survey on Canvas. The code will not be considered submitted until both partners have completed the survey.
  4. (By 10pm the day after the code deadline) each group member should submit their artifact on Canvas and make sure the code to produce their artifact is in TestScenes.jl and pushed to github.

Rubric

Points are earned for correctness and deducted for deficiencies in clarity or efficiency.

Correctness

580 only:

Deductions:

Extra Credit:

Extensions

This section may be expanded if more extension ideas arise - stay tuned, and feel free to propose your own.

There are so many cool places to go from here! 580 students should complete at least 2 category-points worth of extra credit. Some of the category 2 ones (combinations or further elaborations on them) point in the direction of possible final projects. If you’re unsure about what you’re getting into with any of these, please come talk to me. You can also devise your own extensions that are not on this list, but please run them by me first to be sure you’re not wasting time.

Before starting on your extensions, please create a separate extensions branch in your repository and complete your extensions there. Include your readme.txt in both branches. I will use my own modified TestScenes.jl for grading purposes, so your master branch should contain a working version of the base assignment without any architectural changes.

Category 1

Category 2

What to submit

If one group member wants to do extra credit but the other does not, that’s fine - just include a note on this in your readme and the group member who completed the extensions will get the credit.

If you implement any of these, you must include:


  1. You may have seen these terms in video game quality settings - now you know what they mean.

  2.  For extra awesomeness, implement transparency and refraction and CSG, and build physically-plausible glass lenses by intersecting spheres!