数据可视化1—蒙特卡罗光线追踪
蒙特卡罗光线追踪算法 smallpt: Global Illumination in 99 lines of C++
1.光的基本传递模型
(1)在一个要渲染的场景中,我们认为光能由预先指定的光源发出,然后我们以光线来描述光能的传递过程,当整个场景中的光能信息被我们计算出来后,我们收集这些信息转化为顶点的亮度。
(2)光线经过物体表面可以产生反射和漫反射,光线透过物体可以产生折射和散射。具体产生哪种出射效果,依据物体的表面属性而定。物体的表面一般不会是理想的某种单一属性的表面,表面可以同时存在反射,折射,漫反射等多种属性,各种属性按一定比例混合之后才是其表面反射模型。
(3)一点的在某一个视线方向上的光亮度=该点在该方向的自身发光亮度+半球入射光能在该方向所产生的反射光亮度.
(4) 关于散射,高度真实的散射是一个很难模拟的物理过程,一般在渲染中都不会采用过于复杂的物理模型来表示散射,而是采用一些取巧的办法来计算散射。
(5) 在常见的渲染中,有两种效果很难模拟,但是它们会使人眼觉得场景更真实。
[1]color bleeding :入射光为漫反射,受光表面属性为漫反射,出射光是漫反射。比如把一本蓝色的纸制的书靠近白色的墙,墙上会有浅浅的蓝晕。
[2]caustics:入射光为镜面反射或折射,受光表面属性为漫反射,出射光是漫反射。比如把一个装了红色葡萄酒的酒杯放在木桌上面,会有光透过杯中的酒在桌上形成一块很亮的红色区域。
2.蒙特卡罗光线追踪
(1)蒙特卡罗光线追踪对逆向光线追踪模型进行改进,其中最大的区别在于把概率模型引入光线追踪。逆向光线追踪中物体的表面材质很单一。引入俄罗斯赌盘轮,可以设定漫反射、镜面反射、甚至折射的概率。丰富表面材质的显示每个像素点只采样一条光线计算出的颜色,正确率不高。引入蒙特卡罗可以多次采样求平均,优化渲染结果。
(2)对传统的逆向光线追踪的改进
传统的逆向光线追踪算法有两个突出的缺点,就是表面属性的单一,和不考虑漫反射。我们不难通过模型的修正来缓解这两个问题。我们首先认为一个表面的属性可以是混合的,比如它有20%的成分是反射,30%的成分是折射,50%的成分是漫反射。这里的百分比可以这样理解,当一根光线打在该表面后,它有20%的概率发生反射,30%的概率发生折射,50%的概率发生漫反射。然后我们通过多次计算光线跟踪,每次按照概率决定光线的反射属性,这样在就把漫反射也考虑了进去。
具体的算法如下:
①从视点出发,经过投影屏幕上的每一个像素向场景发射一根虚拟的光线。
②当光线与景物相交时按照俄罗斯轮盘赌规则决定他的反射属性。
③根据不同的反射属性继续跟踪计算,直到正常结束或者异常结束。如果反射的属性为漫反射,则随机选择一个反射方向进行跟踪。
④重复前面的过程,把每次渲染出来的贴图逐像素叠加混合,直到渲染出的结果达到满意程度。
该方法是一种比较简易的基于物理模型的渲染,其本质就是通过大量的随机采样来模拟半球积分。这种方法在光照细节上可以产生真实度很高的图像,但是图像质量有比较严重的走样,而且效率极其低下。
3.99行C++代码实现蒙特卡罗光线追踪算法
#include <math.h> // smallpt, a Path Tracer by Kevin Beason, 2008
#include <stdlib.h> // Make : g++ -O3 -fopenmp smallpt.cpp -o smallpt
#include <stdio.h> // Remove "-fopenmp" for g++ version < 4.2 #ifndef _USE_MATH_DEFINES
#define _USE_MATH_DEFINES
#include <math.h>
#else
#include <cmath>
#endif // _USE_MATH_DEFINESdouble erand48 (unsigned short xsubi[3]) {return rand() / (double)RAND_MAX;
}struct Vec { // Usage: time ./smallpt 5000 && xv image.ppm double x, y, z; // position, also color (r,g,b) Vec(double x_=0, double y_=0, double z_=0){ x=x_; y=y_; z=z_; } Vec operator+(const Vec &b) const { return Vec(x+b.x,y+b.y,z+b.z); } Vec operator-(const Vec &b) const { return Vec(x-b.x,y-b.y,z-b.z); } Vec operator*(double b) const { return Vec(x*b,y*b,z*b); } Vec mult(const Vec &b) const { return Vec(x*b.x,y*b.y,z*b.z); } Vec& norm(){ return *this = *this * (1/sqrt(x*x+y*y+z*z)); } double dot(const Vec &b) const { return x*b.x+y*b.y+z*b.z; } // cross: Vec operator%(Vec&b){return Vec(y*b.z-z*b.y,z*b.x-x*b.z,x*b.y-y*b.x);}
}; //ray 射线
struct Ray { Vec o, d; Ray(Vec o_, Vec d_) : o(o_), d(d_) {} };
enum Refl_t { DIFF, SPEC, REFR }; // material types, used in radiance()
struct Sphere { double rad; // radius Vec p, e, c; // position, emission, color Refl_t refl; // reflection type (DIFFuse, SPECular, REFRactive) Sphere(double rad_, Vec p_, Vec e_, Vec c_, Refl_t refl_): rad(rad_), p(p_), e(e_), c(c_), refl(refl_) {} double intersect(const Ray &r) const { // returns distance, 0 if nohit Vec op = p-r.o; // Solve t^2*d.d + 2*t*(o-p).d + (o-p).(o-p)-R^2 = 0 double t, eps=1e-4, b=op.dot(r.d), det=b*b-op.dot(op)+rad*rad; if (det<0) return 0; else det=sqrt(det); return (t=b-det)>eps ? t : ((t=b+det)>eps ? t : 0); }
}; //球体 diff漫反射 spec镜面反射 refr反射和折射
Sphere spheres[] = {//Scene: radius, position, emission, color, material Sphere(1e5, Vec( 1e5+1,40.8,81.6), Vec(),Vec(.75,.25,.25),DIFF),//Left Sphere(1e5, Vec(-1e5+99,40.8,81.6),Vec(),Vec(.25,.25,.75),DIFF),//Rght Sphere(1e5, Vec(50,40.8, 1e5), Vec(),Vec(.75,.75,.75),DIFF),//Back Sphere(1e5, Vec(50,40.8,-1e5+170), Vec(),Vec(1,1,1)*.999,DIFF),//Frnt Sphere(1e5, Vec(50, 1e5, 81.6), Vec(),Vec(.75,.75,.75),DIFF),//Botm Sphere(1e5, Vec(50,-1e5+81.6,81.6),Vec(),Vec(.75,.75,.75),DIFF),//Top Sphere(16.5,Vec(27,16.5,47), Vec(),Vec(1,1,1)*.999, SPEC),//Mirr Sphere(16.5,Vec(73,16.5,78), Vec(),Vec(1,1,1)*.999, REFR),//GlasSphere(10,Vec(40,50,100), Vec(),Vec(.75,.75,.75), DIFF),//DIFFSphere(600, Vec(50,681.6-.27,81.6),Vec(12,12,12), Vec(), DIFF) //Lite
}; //遍历所有的球,求交点
inline double clamp(double x){ return x<0 ? 0 : x>1 ? 1 : x; }
inline int toInt(double x){ return int(pow(clamp(x),1/2.2)*255+.5); }
inline bool intersect(const Ray &r, double &t, int &id){ double n=sizeof(spheres)/sizeof(Sphere), d, inf=t=1e20; for(int i=int(n);i--;) if((d=spheres[i].intersect(r))&&d<t){t=d;id=i;} return t<inf;
} //光线跟踪递归函数
Vec radiance(const Ray &r, int depth, unsigned short *Xi){ double t; // distance to intersection int id=0; // id of intersected object if (!intersect(r, t, id)) return Vec(); // if miss, return black const Sphere &obj = spheres[id]; // the hit object Vec x=r.o+r.d*t, n=(x-obj.p).norm(), nl=n.dot(r.d)<0?n:n*-1, f=obj.c; double p = f.x>f.y && f.x>f.z ? f.x : f.y>f.z ? f.y : f.z; // max refl if (++depth>5) if (erand48(Xi)<p) f=f*(1/p); else return obj.e; //R.R. if (depth > 100) return Vec();if (obj.refl == DIFF){ // Ideal DIFFUSE reflection double r1=2*M_PI*erand48(Xi), r2=erand48(Xi), r2s=sqrt(r2); Vec w=nl, u=((fabs(w.x)>.1?Vec(0,1):Vec(1))%w).norm(), v=w%u; Vec d = (u*cos(r1)*r2s + v*sin(r1)*r2s + w*sqrt(1-r2)).norm(); return obj.e + f.mult(radiance(Ray(x,d),depth,Xi)); } else if (obj.refl == SPEC) // Ideal SPECULAR reflection return obj.e + f.mult(radiance(Ray(x,r.d-n*2*n.dot(r.d)),depth,Xi)); Ray reflRay(x, r.d-n*2*n.dot(r.d)); // Ideal dielectric REFRACTION bool into = n.dot(nl)>0; // Ray from outside going in? double nc=1, nt=1.5, nnt=into?nc/nt:nt/nc, ddn=r.d.dot(nl), cos2t; if ((cos2t=1-nnt*nnt*(1-ddn*ddn))<0) // Total internal reflection return obj.e + f.mult(radiance(reflRay,depth,Xi)); Vec tdir = (r.d*nnt - n*((into?1:-1)*(ddn*nnt+sqrt(cos2t)))).norm(); double a=nt-nc, b=nt+nc, R0=a*a/(b*b), c = 1-(into?-ddn:tdir.dot(n)); double Re=R0+(1-R0)*c*c*c*c*c,Tr=1-Re,P=.25+.5*Re,RP=Re/P,TP=Tr/(1-P); return obj.e + f.mult(depth>2 ? (erand48(Xi)<P ? // Russian roulette radiance(reflRay,depth,Xi)*RP:radiance(Ray(x,tdir),depth,Xi)*TP) : radiance(reflRay,depth,Xi)*Re+radiance(Ray(x,tdir),depth,Xi)*Tr);
} //camera位置(50,52,295.6),往z轴负方向看
int main(int argc, char *argv[]){ int w=1024, h=768, samps=50; // # samples采样 Ray cam(Vec(50,52,295.6), Vec(0,-0.042612,-1).norm()); // cam pos, dir Vec cx=Vec(w*.5135/h), cy=(cx%cam.d).norm()*.5135, r, *c=new Vec[w*h]; #pragma omp parallel for schedule(dynamic, 1) private(r) // OpenMP //遍历每个像素点,用随机采样的方式求得要射出的光线的方向dfor (int y=0; y<h; y++){ // Loop over image rows fprintf(stderr,"\rRendering (%d spp) %5.2f%%",samps*4,100.*y/(h-1)); for (unsigned short x=0, Xi[3]={0,0,y*y*y}; x<w; x++) // Loop cols for (int sy=0, i=(h-y-1)*w+x; sy<2; sy++) // 2x2 subpixel rows for (int sx=0; sx<2; sx++, r=Vec()){ // 2x2 subpixel cols for (int s=0; s<samps; s++){ double r1=2*erand48(Xi), dx=r1<1 ? sqrt(r1)-1: 1-sqrt(2-r1); double r2=2*erand48(Xi), dy=r2<1 ? sqrt(r2)-1: 1-sqrt(2-r2); Vec d = cx*( ( (sx+.5 + dx)/2 + x)/w - .5) + cy*( ( (sy+.5 + dy)/2 + y)/h - .5) + cam.d; r = r + radiance(Ray(cam.o+d*140,d.norm()),0,Xi)*(1./samps); } // Camera rays are pushed ^^^^^ forward to start in interior c[i] = c[i] + Vec(clamp(r.x),clamp(r.y),clamp(r.z))*.25; } } FILE *f = fopen("image.ppm", "w"); // Write image to PPM file. fprintf(f, "P3\n%d %d\n%d\n", w, h, 255); for (int i=0; i<w*h; i++) fprintf(f,"%d %d %d ", toInt(c[i].x), toInt(c[i].y), toInt(c[i].z)); }
4.实验结果图
这是main函数中samps值设定为100时得到的图片,samps值越大清晰度越高,同时运行时间也随之增加,可自行设置samps的值进行测试。
在场景中添加一个塑料球
5.其他场景设计
从左到右从上到下依次为forest——vista——sky——wada
代码:
下面个各个场景的代码实现,可自行将下述某个场景的代码带入上述算法,实现场景验证。
======================================================================
sky
======================================================================
// Idea stolen from Picogen http://picogen.org/ by phresnel/greenhybrid
Vec Cen(50,40.8,-860);
Sphere spheres[] = {//Scene: radius, position, emission, color, material// center 50 40.8 62// floor 0// back 0Sphere(1600, Vec(1,0,2)*3000, Vec(1,.9,.8)*1.2e1*1.56*2,Vec(), DIFF), // sunSphere(1560, Vec(1,0,2)*3500,Vec(1,.5,.05)*4.8e1*1.56*2, Vec(), DIFF), // horizon sun2
// Sphere(10000,Cen+Vec(0,0,-200), Vec(0.0627, 0.188, 0.569)*6e-2*8, Vec(.7,.7,1)*.25, DIFF), // skySphere(10000,Cen+Vec(0,0,-200), Vec(0.00063842, 0.02001478, 0.28923243)*6e-2*8, Vec(.7,.7,1)*.25, DIFF), // skySphere(100000, Vec(50, -100000, 0), Vec(),Vec(.3,.3,.3),DIFF), // grndSphere(110000, Vec(50, -110048.5, 0), Vec(.9,.5,.05)*4,Vec(),DIFF),// horizon brightenerSphere(4e4, Vec(50, -4e4-30, -3000), Vec(),Vec(.2,.2,.2),DIFF),// mountains
// Sphere(3.99e4, Vec(50, -3.99e4+20.045, -3000), Vec(),Vec(.7,.7,.7),DIFF),// mountains snowSphere(26.5,Vec(22,26.5,42), Vec(),Vec(1,1,1)*.596, SPEC), // white MirrSphere(13,Vec(75,13,82), Vec(),Vec(.96,.96,.96)*.96, REFR),// GlasSphere(22,Vec(87,22,24), Vec(),Vec(.6,.6,.6)*.696, REFR) // Glas2
};======================================================================
nightsky
======================================================================
Sphere spheres[] = {//Scene: radius, position, emission, color, material// center 50 40.8 62// floor 0// back 0// rad pos emis col refl
// Sphere(1e3, Vec(1,1,-2)*1e4, Vec(1,1,1)*5e2, Vec(), DIFF), // moon
// Sphere(3e2, Vec(.6,.2,-2)*1e4, Vec(1,1,1)*5e3, Vec(), DIFF), //
// moonSphere(2.5e3, Vec(.82,.92,-2)*1e4, Vec(1,1,1)*.8e2, Vec(), DIFF), // moon// Sphere(2.5e4, Vec(50, 0, 0), Vec(1,1,1)*1e-3, Vec(.2,.2,1)*0.0075, DIFF), // sky
// Sphere(2.5e4, Vec(50, 0, 0), Vec(0.114, 0.133, 0.212)*1e-2, Vec(.216,.384,1)*0.0007, DIFF), // skySphere(2.5e4, Vec(50, 0, 0), Vec(0.114, 0.133, 0.212)*1e-2, Vec(.216,.384,1)*0.003, DIFF), // skySphere(5e0, Vec(-.2,0.16,-1)*1e4, Vec(1.00, 0.843, 0.698)*1e2, Vec(), DIFF), // starSphere(5e0, Vec(0, 0.18,-1)*1e4, Vec(1.00, 0.851, 0.710)*1e2, Vec(), DIFF), // starSphere(5e0, Vec(.3, 0.15,-1)*1e4, Vec(0.671, 0.780, 1.00)*1e2, Vec(), DIFF), // starSphere(3.5e4, Vec(600,-3.5e4+1, 300), Vec(), Vec(.6,.8,1)*.01, REFR), //poolSphere(5e4, Vec(-500,-5e4+0, 0), Vec(), Vec(1,1,1)*.35, DIFF), //hillSphere(16.5, Vec(27,0,47), Vec(), Vec(1,1,1)*.33, DIFF), //hutSphere(7, Vec(27+8*sqrt(2),0,47+8*sqrt(2)),Vec(), Vec(1,1,1)*.33, DIFF), //doorSphere(500, Vec(-1e3,-300,-3e3), Vec(), Vec(1,1,1)*.351, DIFF), //mntSphere(830, Vec(0, -500,-3e3), Vec(), Vec(1,1,1)*.354, DIFF), //mntSphere(490, Vec(1e3, -300,-3e3), Vec(), Vec(1,1,1)*.352, DIFF), //mnt
};======================================================================
island
======================================================================
// Inspired by cover of "Time Planet Earth: An Illustrated History"
Vec Cen(50,-20,-860);
Sphere spheres[] = {//Scene: radius, position, emission, color, material// center 50 40.8 62// floor 0// back 0// rad pos emis col reflSphere(160, Cen+Vec(0, 600, -500),Vec(1,1,1)*2e2, Vec(), DIFF), // sunSphere(800, Cen+Vec(0,-880,-9120),Vec(1,1,1)*2e1, Vec(), DIFF), // horizonSphere(10000,Cen+Vec(0,0,-200), Vec(0.0627, 0.188, 0.569)*1e0, Vec(1,1,1)*.4, DIFF), // sky// Sphere(1000, Cen+Vec(0,-1080,-8020),Vec(1,1,1)*2e1, Vec(), DIFF), // horizon
// Sphere(10000,Cen+Vec(0,0,-200), Vec(0.0627, 0.188, 0.569)*1e0, Vec(1,1,1)*.3, DIFF), // sky// Sphere(800, Cen+Vec(0,-720,-200),Vec(), Vec(0, 0.588, 0.8), REFR), // water
// Sphere(800, Cen+Vec(0,-720,-200),Vec(), Vec(0.106, 0.725, 0.949), REFR), // water
// Sphere(800, Cen+Vec(0,-720,-200),Vec(), Vec(0.110, 0.988, 0.945), REFR), // waterSphere(800, Cen+Vec(0,-720,-200),Vec(), Vec(0.110, 0.898, 1.00)*.996, REFR), // waterSphere(790, Cen+Vec(0,-720,-200),Vec(), Vec(.4,.3,.04)*.6, DIFF), // earthSphere(325, Cen+Vec(0,-255,-50), Vec(), Vec(.4,.3,.04)*.8, DIFF), // islandSphere(275, Cen+Vec(0,-205,-33), Vec(), Vec(.02,.3,.02)*.75, DIFF), // grass
};======================================================================
vista
======================================================================
Vec Cen(50,-20,-860);
Sphere spheres[] = {//Scene: radius, position, emission, color, material// center 50 40.8 62// floor 0// back 0// rad pos emis col reflSphere(8000, Cen+Vec(0,-8000,-900),Vec(1,.4,.1)*5e-1, Vec(), DIFF), // sunSphere(1e4, Cen+Vec(), Vec(0.631, 0.753, 1.00)*3e-1, Vec(1,1,1)*.5, DIFF), // skySphere(150, Cen+Vec(-350,0, -100),Vec(), Vec(1,1,1)*.3, DIFF), // mntSphere(200, Cen+Vec(-210,0,-100), Vec(), Vec(1,1,1)*.3, DIFF), // mntSphere(145, Cen+Vec(-210,85,-100),Vec(), Vec(1,1,1)*.8, DIFF), // snowSphere(150, Cen+Vec(-50,0,-100), Vec(), Vec(1,1,1)*.3, DIFF), // mntSphere(150, Cen+Vec(100,0,-100), Vec(), Vec(1,1,1)*.3, DIFF), // mntSphere(125, Cen+Vec(250,0,-100), Vec(), Vec(1,1,1)*.3, DIFF), // mntSphere(150, Cen+Vec(375,0,-100), Vec(), Vec(1,1,1)*.3, DIFF), // mntSphere(2500, Cen+Vec(0,-2400,-500),Vec(), Vec(1,1,1)*.1, DIFF), // mnt baseSphere(8000, Cen+Vec(0,-8000,200), Vec(), Vec(.2,.2,1), REFR), // waterSphere(8000, Cen+Vec(0,-8000,1100),Vec(), Vec(0,.3,0), DIFF), // grassSphere(8 , Cen+Vec(-75, -5, 850),Vec(), Vec(0,.3,0), DIFF), // bushSphere(30, Cen+Vec(0, 23, 825),Vec(), Vec(1,1,1)*.996, REFR), // ballSphere(30, Cen+Vec(200,280,-400), Vec(), Vec(1,1,1)*.8, DIFF), // cloudsSphere(37, Cen+Vec(237,280,-400), Vec(), Vec(1,1,1)*.8, DIFF), // cloudsSphere(28, Cen+Vec(267,280,-400), Vec(), Vec(1,1,1)*.8, DIFF), // cloudsSphere(40, Cen+Vec(150,280,-1000), Vec(), Vec(1,1,1)*.8, DIFF), // cloudsSphere(37, Cen+Vec(187,280,-1000), Vec(), Vec(1,1,1)*.8, DIFF), // cloudsSphere(40, Cen+Vec(600,280,-1100), Vec(), Vec(1,1,1)*.8, DIFF), // cloudsSphere(37, Cen+Vec(637,280,-1100), Vec(), Vec(1,1,1)*.8, DIFF), // cloudsSphere(37, Cen+Vec(-800,280,-1400), Vec(), Vec(1,1,1)*.8, DIFF), // cloudsSphere(37, Cen+Vec(0,280,-1600), Vec(), Vec(1,1,1)*.8, DIFF), // cloudsSphere(37, Cen+Vec(537,280,-1800), Vec(), Vec(1,1,1)*.8, DIFF), // clouds};======================================================================
overlap
======================================================================
double D=50;
double R=40;
Sphere spheres[N];// = {//Scene: radius, position, emission, color, materialSphere(150, Vec(50+75,28,62), Vec(1,1,1)*0e-3, Vec(1,.9,.8)*.93, REFR),Sphere(28, Vec(50+5,-28,62), Vec(1,1,1)*1e1, Vec(1,1,1)*0, DIFF),Sphere(300, Vec(50,28,62), Vec(1,1,1)*0e-3, Vec(1,1,1)*.93, SPEC)
};======================================================================
wada
======================================================================
double R=60;
//double R=120;
double T=30*M_PI/180.;
double D=R/cos(T);
double Z=60;
Sphere spheres[] = {//Scene: radius, position, emission, color, material// center 50 40.8 62// floor 0// back 0Sphere(1e5, Vec(50, 100, 0), Vec(1,1,1)*3e0, Vec(), DIFF), // skySphere(1e5, Vec(50, -1e5-D-R, 0), Vec(), Vec(.1,.1,.1),DIFF), //grndSphere(R, Vec(50,40.8,62)+Vec( cos(T),sin(T),0)*D, Vec(), Vec(1,.3,.3)*.999, SPEC), //redSphere(R, Vec(50,40.8,62)+Vec(-cos(T),sin(T),0)*D, Vec(), Vec(.3,1,.3)*.999, SPEC), //grnSphere(R, Vec(50,40.8,62)+Vec(0,-1,0)*D, Vec(), Vec(.3,.3,1)*.999, SPEC), //blueSphere(R, Vec(50,40.8,62)+Vec(0,0,-1)*D, Vec(), Vec(.53,.53,.53)*.999, SPEC), //backSphere(R, Vec(50,40.8,62)+Vec(0,0,1)*D, Vec(), Vec(1,1,1)*.999, REFR), //front// Sphere(R, Vec(50,35,Z)+Vec( cos(T),sin(T),0)*D, Vec(1,1,1)*1e-1, Vec(1,1,1)*.999, SPEC), //red
// Sphere(R, Vec(50,35,Z)+Vec(-cos(T),sin(T),0)*D, Vec(1,1,1)*1e-1, Vec(1,1,1)*.999, SPEC), //grn
// Sphere(R, Vec(50,35,Z)+Vec(0,-1,0)*D, Vec(1,1,1)*1e-1, Vec(1,1,1)*.999, SPEC), //blue
// Sphere(R, Vec(50,35,Z)+Vec(0,0,-1)*D*1.6, Vec(1,1,1)*0e-1, Vec(0.275, 0.612, 0.949)*.999, SPEC), //back
// Sphere(R, Vec(50,40.8,62)+Vec(0,0,1)*D*.2877, Vec(1,1,1)*0e-1, Vec(1,1,1)*.999, REFR), //front};======================================================================
wada2
======================================================================
//double R=60;
double R=120; // radius
double T=30*M_PI/180.;
double D=R/cos(T); //distance
// double D=60; //distance
// double R=D*sqrt(2);
double Z=62;
Vec C=Vec(0.275, 0.612, 0.949);
Sphere spheres[] = {//Scene: radius, position, emission, color, materialSphere(R, Vec(50,28,Z)+Vec( cos(T),sin(T),0)*D, C*6e-2,Vec(1,1,1)*.996, SPEC), //redSphere(R, Vec(50,28,Z)+Vec(-cos(T),sin(T),0)*D, C*6e-2,Vec(1,1,1)*.996, SPEC), //grnSphere(R, Vec(50,28,Z)+Vec(0,-1,0)*D, C*6e-2,Vec(1,1,1)*.996, SPEC), //blueSphere(R, Vec(50,28,Z)+Vec(0,0,-1)*R*2*sqrt(2./3.),C*0e-2,Vec(1,1,1)*.996, SPEC), //back
// Sphere(1e5, Vec(50,28,Z)+Vec(0,0,1e5+170), Vec(1,1,1)*0,Vec(1,1,1)*.996, SPEC), //front
// Sphere(2*R*2*sqrt(2./3.)-R*2*sqrt(2./3.)/3., Vec(50,28,Z)+Vec(0,0,-R*2*sqrt(2./3.)/3.), Vec(1,1,1)*0,Vec(1,1,1)*.3333, SPEC), //frontSphere(2*2*R*2*sqrt(2./3.)-R*2*sqrt(2./3.)/3., Vec(50,28,Z)+Vec(0,0,-R*2*sqrt(2./3.)/3.), Vec(1,1,1)*0,Vec(1,1,1)*.5, SPEC), //front
};======================================================================
forest
======================================================================
Vec tc(0.0588, 0.361, 0.0941);
Vec sc = Vec(1,1,1)*.7;
Sphere spheres[] = {//Scene: radius, position, emission, color, material// center 50 40.8 62// floor 0// back 0
// Sphere(1e5, Vec(50, 1e5+100, 0), Vec(1,1,1)*1,Vec(),DIFF), //lite
// Sphere(1e5, Vec(50, -1e5, 0), Vec(),Vec(.3,.3,.1),DIFF), //grnd
// Sphere(1e5, Vec(50, 1e5+100, 0), Vec(0.761, 0.875, 1.00)*1.3,Vec(),DIFF),
// //liteSphere(1e5, Vec(50, 1e5+130, 0), Vec(1,1,1)*1.3,Vec(),DIFF), //liteSphere(1e2, Vec(50, -1e2+2, 47), Vec(),Vec(1,1,1)*.7,DIFF), //grndSphere(1e4, Vec(50, -30, 300)+Vec(-sin(50*M_PI/180),0,cos(50*M_PI/180))*1e4, Vec(), Vec(1,1,1)*.99,SPEC),// mirr LSphere(1e4, Vec(50, -30, 300)+Vec(sin(50*M_PI/180),0,cos(50*M_PI/180))*1e4, Vec(), Vec(1,1,1)*.99,SPEC),// mirr RSphere(1e4, Vec(50, -30, -50)+Vec(-sin(30*M_PI/180),0,-cos(30*M_PI/180))*1e4,Vec(), Vec(1,1,1)*.99,SPEC),// mirr FLSphere(1e4, Vec(50, -30, -50)+Vec(sin(30*M_PI/180),0,-cos(30*M_PI/180))*1e4, Vec(), Vec(1,1,1)*.99,SPEC),// mirrSphere(4, Vec(50,6*.6,47), Vec(),Vec(.13,.066,.033), DIFF),//"tree"Sphere(16,Vec(50,6*2+16*.6,47), Vec(), tc, DIFF),//"tree"Sphere(11,Vec(50,6*2+16*.6*2+11*.6,47), Vec(), tc, DIFF),//"tree"Sphere(7, Vec(50,6*2+16*.6*2+11*.6*2+7*.6,47), Vec(), tc, DIFF),//"tree"Sphere(15.5,Vec(50,1.8+6*2+16*.6,47), Vec(), sc, DIFF),//"tree"Sphere(10.5,Vec(50,1.8+6*2+16*.6*2+11*.6,47), Vec(), sc, DIFF),//"tree"Sphere(6.5, Vec(50,1.8+6*2+16*.6*2+11*.6*2+7*.6,47), Vec(), sc, DIFF),//"tree"
};
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