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    [plugin] Ruby Raytracer

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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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