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    [plugin] Ruby Raytracer

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    • thomthomT Offline
      thomthom
      last edited by

      God heavens! Ruby raytracer ... πŸ˜† do you also race snails on your spare time? πŸ˜„


      Lost track of how long this took to render. :D

      Thomas Thomassen β€” SketchUp Monkey & Coding addict
      List of my plugins and link to the CookieWare fund

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      • MarianM Offline
        Marian
        last edited by

        Does it need a lot of resources? It just hangs for me after I point out the output file, it just stays at line 0 out of 512.

        http://marian87.deviantart.com/

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        • thomthomT Offline
          thomthom
          last edited by

          @marian said:

          Does it need a lot of resources? It just hangs for me after I point out the output file, it just stays at line 0 out of 512.

          Yes, it's a raytrace render - taking a long time. I set the resolution down to 256 and it still took a long time. The SketchUp UI stops updating as well - like when you do a large Sandbox operation.

          Thomas Thomassen β€” SketchUp Monkey & Coding addict
          List of my plugins and link to the CookieWare fund

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          • MarianM Offline
            Marian
            last edited by

            I guess I won't have much use for it then πŸ˜›

            http://marian87.deviantart.com/

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            • A Offline
              Aerilius
              last edited by

              And it seems to render a "built-in" model, not actually my SketchUp model (that's probably why it is called a "micro raytracer"). When I change the numbers in G, the balls shift.

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              • thomthomT Offline
                thomthom
                last edited by

                There is a reason this is posted in the Developers section, not the Plugins section. πŸ˜‰

                Thomas Thomassen β€” SketchUp Monkey & Coding addict
                List of my plugins and link to the CookieWare fund

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                • AdamBA Offline
                  AdamB
                  last edited by

                  Guys, guys

                  Its a 100 lines of Ruby that manages to do image file writing, blurry depth of field, a point light and multiple materials!
                  How on earth do you think it would be a full raytracer! 😲

                  However, if you're interested in raytracing, its very simple and you can play around with it to learn about this area of graphics.

                  The G[] array contains a Bitmap of 32x10 stored as 10 integers.

                  In function T(), I test the primary ray against an infinite plane and if hit return position+surface normal+materialID (Line 36).
                  I run through each bit of the bitmap and where this is '1' bits, I trace a reflective Sphere returning a surface position+normal+materiaID. (Line 54)

                  The Scene function S(), traces the primary ray into the scene (Line 70) and colors the pixels depending on material m, and a single pointlight (Line 77). Try changing the position of the light.

                  The color for the infinite plane is chosen based on a mod function of position. Line 83 controls the scale of chequers.

                  The main function "raytrace" starts at line 93 and takes care of generating primary rays, and writing out an PPM image file.

                  Adam

                  Developer of LightUp Click for website

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                  • thomthomT Offline
                    thomthom
                    last edited by

                    Thanks for the breakdown Adam. πŸ‘

                    Thomas Thomassen β€” SketchUp Monkey & Coding addict
                    List of my plugins and link to the CookieWare fund

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                    • T Offline
                      tomasz
                      last edited by

                      Thanks for the sample code and the explanation.
                      I wasn't aware that a Raytracer can be written in such a small piece of code!! 😲

                      @adamb said:

                      Thea will be quaking in their boots. πŸ˜‰
                      πŸ˜†

                      Author of [Thea Render for SketchUp](http://www.thearender.com/sketchup)

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                      • A Offline
                        Aerilius
                        last edited by

                        I edited and reduced some lines. Hope nobody minds...
                        (it's just what I thought would work, I've not yet looked at other raytracing source codes)

                        
                        module RubyRaytracer
                        
                        class Geom;;Vector3d
                          def sc(s)
                            Geom;;Vector3d.new(x*s,y*s,z*s)
                          end
                          def sc!(s)
                            self.x *= s
                            self.y *= s
                            self.z *= s
                            self
                          end
                        end
                        
                        def self.v(x,y,z)
                          Geom;;Vector3d.new(x,y,z)
                        end
                        
                        # @lights; position, color, intensity, radius of light source
                        @lights = [ [[1000,1000,1000],[255,255,255],300,10], [[-20,23,15],[255,0,0],50,0], [[-5.5,8,15],[0,0,255],50,0] ]
                        @groundcolor = v(180,160,120)
                        @skycolor = v(180,200,255)
                        @skycolor2 = v(140,160,220)
                        @rez = 256
                        @samples = 8
                        
                        def self.cast_ray(o, d)
                          hit = @model.raytest([o,d],false)
                          return (d.z<0)? @groundcolor.sc(1+0.5*d.z) ; @skycolor.sc(1-2*d.z)+@skycolor2.sc(2*d.z) if hit == nil || (f = hit[1].last).class != Sketchup;;Face
                          p = hit[0]
                          n = f.normal
                          rd = (d - n.sc( 2*(d%n)/(n.length**2) )).normalize # reflected ray on face
                          m = (d%n<0)? f.material ; (f.back_material||f.material)
                          a = (m!=nil)? m.alpha ; 1 # opacity; I use this parameter for reflectivity
                          lc = v(0,0,0) # light color
                          @lights.each{|lt| # loop over all light sources
                            l = Geom;;Point3d.new(lt[0].collect{|x| x+lt[3]*rand()}) # light position +/- light radius for smooth shadows
                            ld = (p.vector_to(l)).normalize # vector to light source
                            s = ( x=@model.raytest([p,ld]); x!=nil && x[0].on_line?([p,l]) )? 0.5 ; 1 # occlusion test for shadows
                            i = lt[2]/(4*Math;;PI*ld.length)**2 # light intensity decreases with distance
                            h = 0.25+0.75*[(1 - 2*Math.acos( n%ld )/Math;;PI),0].max # shading
                            lc += v(*lt[1]).sc(i*s*h)
                          }
                          c = (m!=nil)? v( *((m.materialType>0)? m.texture.average_color ; m.color).to_a.slice(0,3) ) ; v(255,255,255) # color of face
                          new_color = (lc - v(255,255,255) + c).sc(a)
                          # new_color += self.cast_ray(p,d).sc(1-a) if a<1 # uncomment this for transparency
                          new_color += self.cast_ray(p,rd).sc(1-a) if a<1 # reflectivity
                          return new_color
                        end #def cast_ray
                        
                        # credits to AdamB, http://forums.sketchucation.com/viewtopic.php?f=180&t=40989#p363271
                        def self.raytrace(filename=nil, width=@rez, samples=@samples)
                          @model = Sketchup.active_model
                          @lights[0] = [ @model.shadow_info["SunDirection"].sc(1000000).to_a, [255,255,255], 300, 100000] # SketchUp sun
                        
                          filename = UI.savepanel("Save Raytrace Image", "","output.ppm") unless filename
                          File.open(filename, "wb") {|f|
                            vw = Sketchup.active_model.active_view
                            height = (width*vw.vpheight/vw.vpwidth).to_i
                            f.printf("P6 #{width} #{height} 255\n")
                        
                            fov = vw.field_of_view.degrees
                            e = vw.camera.eye
                            o = v(e.x, e.y, e.z)
                            t = vw.camera.target - e
                            g = v(t.x, t.y, t.z).normalize
                            
                            a = (v(0,0,1).cross(g)).normalize.sc(fov / height)
                            b = (g.cross(a)).normalize.sc(fov / height) 
                            c = a.sc(-width*0.5)+b.sc(-height*0.5)+g
                            
                            for y1 in 0...height
                              y = height - 1 - y1
                              Sketchup.set_status_text "raytrace; line #{y1} of #{height}"
                              for x1 in 0...width
                                x = width - 1 - x1
                                p = v(0,0,0)
                                for r in 1..samples
                                  p += self.cast_ray(Geom;;Point3d.new(o.to_a), (a.sc(x+rand())+b.sc(y+rand())+c))
                                end
                                p = p.sc(1/samples.to_f)
                                p = p.to_a.collect{|x| if x>255;255;elsif x<0;0;else;x.to_i;end}
                                f.printf("%c%c%c", *p)
                              end
                            end
                            Sketchup.set_status_text "Finished #{filename}"
                          }
                        end
                        
                        end #module RubyRaytracer
                        
                        if( not file_loaded?(__FILE__) )
                          menu=UI.menu("Plugins")
                          menu.add_item("Raytrace the model!") { RubyRaytracer.raytrace }
                          file_loaded(__FILE__)
                        end
                        
                        
                        
                        #100
                        
                        

                        output.png

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                        • thomthomT Offline
                          thomthom
                          last edited by

                          It renders the SketchUp scene?

                          Thomas Thomassen β€” SketchUp Monkey & Coding addict
                          List of my plugins and link to the CookieWare fund

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                          • A Offline
                            Aerilius
                            last edited by

                            Well, instead of the hard-coded materials and G-Bitmap, it does a raytest() in the model and takes the material of the face that the ray hits (+ shading from normal etc). That is all, but when it's repeated for every pixel, the result is impressive.
                            Nevertheless, it's still slow πŸ˜‰

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                            • AdamBA Offline
                              AdamB
                              last edited by

                              Thats pretty cool. Its it it much slower?

                              Just FYI, I test LightUp raytests in a mode that gives realtime raytracing of your scene as you look around!

                              Adam

                              Developer of LightUp Click for website

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                              • N Offline
                                notareal
                                last edited by

                                @unknownuser said:

                                Thanks for the sample code and the explanation.
                                I wasn't aware that a Raytracer can be written in such a small piece of code!! 😲
                                πŸ˜†

                                Quite tiny indeed... there are others too, like
                                http://tog.acm.org/resources/GraphicsGems/gemsiv/minray/

                                Welcome to try [Thea Render](http://www.thearender.com/), Thea support | [kerkythea.net](http://www.kerkythea.net/) -team member

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