raytrace | The speed difference is explained at http : //www | Computer Vision library

 by   jamesbowman Python Version: Current License: BSD-3-Clause

kandi X-RAY | raytrace Summary

kandi X-RAY | raytrace Summary

raytrace is a Python library typically used in Artificial Intelligence, Computer Vision, Numpy applications. raytrace has no bugs, it has no vulnerabilities, it has a Permissive License and it has low support. However raytrace build file is not available. You can download it from GitHub.

The speed difference is explained at Updated for Python 3.x. You'll need to install two packages.
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            kandi-support Support

              raytrace has a low active ecosystem.
              It has 263 star(s) with 57 fork(s). There are 13 watchers for this library.
              OutlinedDot
              It had no major release in the last 6 months.
              There are 5 open issues and 3 have been closed. On average issues are closed in 13 days. There are no pull requests.
              It has a neutral sentiment in the developer community.
              The latest version of raytrace is current.

            kandi-Quality Quality

              raytrace has 0 bugs and 0 code smells.

            kandi-Security Security

              raytrace has no vulnerabilities reported, and its dependent libraries have no vulnerabilities reported.
              raytrace code analysis shows 0 unresolved vulnerabilities.
              There are 0 security hotspots that need review.

            kandi-License License

              raytrace is licensed under the BSD-3-Clause License. This license is Permissive.
              Permissive licenses have the least restrictions, and you can use them in most projects.

            kandi-Reuse Reuse

              raytrace releases are not available. You will need to build from source code and install.
              raytrace has no build file. You will be need to create the build yourself to build the component from source.
              Installation instructions are not available. Examples and code snippets are available.
              raytrace saves you 299 person hours of effort in developing the same functionality from scratch.
              It has 721 lines of code, 97 functions and 7 files.
              It has medium code complexity. Code complexity directly impacts maintainability of the code.

            Top functions reviewed by kandi - BETA

            kandi has reviewed raytrace and discovered the below as its top functions. This is intended to give you an instant insight into raytrace implemented functionality, and help decide if they suit your requirements.
            • Trace a ray
            • Finds the distance between two plane points
            • Return the normal vector
            • Get color from object
            • Intersect two objects
            • Find the distance between two spheres
            • Compute the diffuse color of the moon
            • Create a noise matrix
            • Compute the gradient of the image
            • Moon function
            • Compute the Bm of a point
            • Calculate the light
            • Calculate the color of a scene
            • Extracts value from x
            • Return the normal vector of the moon
            • Return the cross product of two vectors
            • Add a plane
            • Compute the normal vector normal vector
            • Return a new vec3
            • Modified mod256
            Get all kandi verified functions for this library.

            raytrace Key Features

            No Key Features are available at this moment for raytrace.

            raytrace Examples and Code Snippets

            No Code Snippets are available at this moment for raytrace.

            Community Discussions

            QUESTION

            Optimize for expensive fragment shader
            Asked 2022-Mar-18 at 16:42

            I'm rendering multiple layers of flat triangles with a raytracer in the fragment shader. The upper layers have holes, and I'm looking for a way how I can avoid running the shader for pixels that are filled already by one of the upper layers, i.e. I want only the parts of the lower layers rendered that lie in the holes in the upper layers. Of course, if there's a hole or not is not known unless the fragment shader did his thing for a layer.

            As far as I understand, I cannot use early depth testing because there, the depth values are interpolated between the vertices and do not come from the fragment shader. Is there a way to "emulate" that behavior?

            ...

            ANSWER

            Answered 2022-Mar-18 at 16:42

            The best way to solve this issue is to not use layers. You are only using layers because of the limitations of using a 3D texture to store your scene data. So... don't do that.

            SSBOs and buffer textures (if your hardware is too old for SSBOs) can access more memory than a 3D texture. And you could even employ manual swizzling of the data to improve cache locality if that is viable.

            As far as I understand, I cannot use early depth testing because there, the depth values are interpolated between the vertices and do not come from the fragment shader.

            This is correct insofar as you cannot use early depth tests, but it is incorrect as to why.

            The "depth" provided by the VS doesn't need to be the depth of the actual fragment. You are rendering your scene in layers, presumably with each layer being a full-screen quad. By definition, everything in one layer of rendering is beneath everything in a lower layer. So the absolute depth value doesn't matter; what matters is whether there is something from a higher layer over this fragment.

            So each layer could get its own depth value, with lower layers getting a lower depth value. The exact value is arbitrary and irrelevant; what matters is that higher layers have higher values.

            The reason this doesn't work is this: if your raytracing algorithm detects a miss within a layer (a "hole"), you must discard that fragment. And the use of discard at all turns off early depth testing in most hardware, since the depth testing logic is usually tied to the depth writing logic (it is an atomic read/conditional-modify/conditional-write).

            Source https://stackoverflow.com/questions/71529404

            QUESTION

            Ray-triangle intersection algorithm not working
            Asked 2022-Jan-12 at 02:11

            I am writing a raytracer using Java, but I ran into an issue with intersections between rays and triangles. I am using the algorithm given at Scratchapixel, but it is not working properly.

            I am testing it using the following code:

            ...

            ANSWER

            Answered 2022-Jan-12 at 02:11

            The issue was quite simple, I had my cross product implementation wrong, and after that I had to change one line of code.

            I changed

            Source https://stackoverflow.com/questions/70674273

            QUESTION

            Can you write depth values to a depth buffer in a compute shader? (Vulkan GLSLS)
            Asked 2021-Sep-25 at 15:22

            I have a raytracer that I need to use in combination with traditional triangle projection techniques, I need to make the raytraced image be able to occlude projected triangles. The easiest way would be to write depth values directly to a depth buffer.

            Apparently imageStore can only work with color images. Is there a mechanism I can use? The only alternative is to store depth in a color image and then make a dummy shader that sets the depth in a fragment shader.

            ...

            ANSWER

            Answered 2021-Sep-25 at 15:22

            https://vulkan.gpuinfo.org/listoptimaltilingformats.php

            It would appear that most implementations don't allow using depth images as storage images. I suggest creating an extra image and copying/blitting it to the depth image.

            Source https://stackoverflow.com/questions/69322614

            QUESTION

            Non uniform texture access in vulkan glsl
            Asked 2021-Aug-24 at 15:35

            I am trying to write a compute shader that raytraces an image, pixels on the right of the yz plane sample from image A, those on the left from image B.

            I don't want to have to sample both images so I am trying to use non uniform access by doing:

            texture(textures[nonuniformEXT(sampler_id)], vec2(0.5));

            and enabling the relevant extension in the shader. This triggers the following validaiton layer error:

            ...

            ANSWER

            Answered 2021-Aug-24 at 15:35

            You have to enable the feature at device creation.

            You can check for support of the feature by calling vkGetPhysicalDeviceFeatures2 and following the pNext chain through to a VkPhysicalDeviceVulkan12Features, and checking that shaderSampledImageArrayNonUniformIndexing member is to VK_TRUE.

            After that when creating the device with vkCreateDevice, inside the pCreateInfo structure, in the pNext chain you have to have a VkPhysicalDeviceVulkan12Features with shaderSampledImageArrayNonUniformIndexing set to VK_TRUE.

            Source https://stackoverflow.com/questions/68900001

            QUESTION

            Raytracing reflection incorrect
            Asked 2021-Jul-08 at 14:05

            Hello I build a raytracer in java and everything works fine but if i set 3 spheres on the same z axis the reflection doesnt work and if I change the z axis from the spheres it will work fine. In the following you can see the picture. There you can see the one sphere does the reflection correctly if it is not on the same z axis.

            [Raytracer] [1]: https://i.stack.imgur.com/MSeCp.png

            In the following is my code for calculate the Intersection.

            ...

            ANSWER

            Answered 2021-Jun-28 at 15:06

            the problem was the v[]:

            Source https://stackoverflow.com/questions/68156396

            QUESTION

            Why does my metal material looks completely black on meshes?
            Asked 2021-Jun-28 at 10:42

            I was working on my ray tracer written in C++ following this series of books: Ray Tracing in One Weekend. I started working a little bit on my own trying to implement features that weren't described in the book, like a BVH tree builder using SAH, transforms, triangles and meshes.

            NOTE: The BVH implementation is based on two main resources which are this article: Bounding Volume Hierarchies and C-Ray (A ray tracer written in C).

            After I implemented all of that I noticed that there was some weirdness while trying to use some materials on meshes. For example, as the title says, the metal material looks completely black:

            In the first image you can see how the metal material should look like and in the second one you can see how it looks like on meshes.

            I spent a lot of time trying to figure out what the issue was but I couldn't find it and I couldn't find a way of tracking it.

            If you want to take a look at the code for more clarity the ray tracer is on GitHub at https://github.com/ITHackerstein/RayTracer. The branch on which I'm implementing meshes is meshes.

            To replicate my build environment I suggest you follow this build instructions:

            $ git clone https://github.com/ITHackerstein/RayTracer

            $ cd RayTracer

            $ git checkout meshes

            $ mkdir build

            $ cd build

            $ cmake ..

            $ make

            $ mkdir tests

            At this point you're almost ready to go except you need the TOML scene file an the OBJ file I'm using which are these two:

            Download them and place them in the build/tests and after that make sure you are in the build folder and run it using the following command:

            $ ./RayTracer tests/boh.toml

            After it finishes running you should have a tests/boh.ppm file which is the resulting image file stored using PPM format. If you don't have a software that let's you open it there are multiple viewers online.

            NOTE: My platform is Linux, I didn't test it on Windows or Mac OS.

            EDIT

            Does the mesh work with other materials?

            So as you can in the first image and especially in the second one we have we have some darker rectangular spots, and also the lighting seems kinda messed up. In the third image you have an idea of how it works on a normal primitive.

            ...

            ANSWER

            Answered 2021-Jun-28 at 10:42

            I finally figured it out thanks to the tips that @Wyck gave me. The problem was in the normals, I noticed that the Metal::scatter method received a normal that was almost zero. So that's why it was returning black. After some logging, I found out that the Instance::intersects_ray method was not normalizing the transformed normal vector, and that's what caused the issue. So, in the end, the solution was simpler than I thought it would be.

            Source https://stackoverflow.com/questions/68133817

            QUESTION

            Copy a VkImage after TraceRaysKHR to CPU
            Asked 2021-Jun-06 at 09:08

            Copying a VkImage that is being used to render to an offscreen framebuffer gives a black image.

            When using a rasterizer the rendered image is non-empty but as soon as I switch to ray tracing the output image is empty:

            ...

            ANSWER

            Answered 2021-Jun-06 at 09:08

            Resolved by now: When submitting the command buffer to the queue it would require an additional vkQueueWaitIdle(m_queue) since ray tracing finishes with a certain latency

            Source https://stackoverflow.com/questions/67765292

            QUESTION

            fasm x64 windows gdi programming struggles - call to stretchdibits not painting screen as expected
            Asked 2021-Jun-02 at 00:38

            I have a simple fasm program, in this program I get some zeroed memory from windows through VirtualAlloc. I then have a procedure where I simply set up the parameters and make a call to StretchDIBits passing a pointer to the empty memory buffer. I therefore expect the screen should be drawn black. This however is not the case, and I can't for the life of me figure out why.

            Below is the code.

            ...

            ANSWER

            Answered 2021-May-31 at 06:32

            I'm sorry I don't know much about fasm, I tried to reproduce the problem through C++:

            Source https://stackoverflow.com/questions/67766028

            QUESTION

            What is the difference between ray tracing, ray casting, ray marching and path tracing?
            Asked 2021-May-02 at 08:31

            As far as I know, all the techniques mentioned in the title are rendering algorithms that seem quite similar. All ray based techniques seem to revolve about casting rays through each pixel of an image which are supposed to represent rays of real light. This allows to render very realistic images.

            As a matter of fact I am making a simple program that renders such images myself based on Raytracing in one Weekend.

            Now the thing is that I wanted to somehow name this program. I used the term “ray tracer” as this is the one used in the book.

            I have heard a lot of different terms however and I would be interested to know what exactly is the difference between ray tracing, ray matching, ray casting, path tracing and potentially any other common ray-related algorithms. I was able to find some comparisons of these techniques online, but they all compared only two of these and some definitions overlapped, so I wanted to ask this question about all four techniques.

            ...

            ANSWER

            Answered 2021-May-02 at 08:31

            My understanding of this is:

            1. ray cast

              is using raster image to hold the scene and usually stop on first hit (no reflections and ray splitting) and does not necessarily cast ray on per pixel basis (usually per row or column of screen). The 3D version of this is called Voxel space ray cast however the map is not voxel space instead 2 raster images RGB,Height are used.

              For more info see:

            2. (back) ray trace

              This usually follows physical properties of light so ray split in reflected and refracted and we stop usually after some number of hits. The scene is represented either with BR meshes or with Analytical equations or both.

              for more info see:

              the back means we cast the rays from camera to scene (on per pixel basis) instead of from light source to everywhere ... to speed up the process a lot at the cost of wrong lighting (but that can be remedied with additional methods on top of this)...

            The other therms I am not so sure as I do not use those techniques (at least knowingly):

            1. path tracing

              is optimization technique to avoid recursive ray split in ray trace using Monte Carlo (stochastic) approach. So it really does not split the ray but chose randomly between the 2 options (similarly how photons behave in real world) and more rendered frames are then blended together.

            2. ray marching

              is optimization technique to speed up ray trace by using SDF (signed distance function) to determine safe advance along the ray so it does not hit anything. But it is confined only to analytical scene.

            Source https://stackoverflow.com/questions/67347177

            QUESTION

            how to use module from github to jupyter notebook
            Asked 2021-Apr-25 at 01:21

            I am a new user of python and github.

            I want to use, with anaconda-jupyter on windows 10, a new repository (module) published on github ( https://github.com/jamesbowman/raytrace ).

            I downloaded the zip folder and extracted it in my download folder (F:\Téléchargement\raytrace-master). , but I don’t know how to use this module with jupyter .

            How can I import this module into jupyter .

            I tried some method but without success

            Why it is not possible to copy and paste directly a folder from my download folder (F:/téléchargement/) to a jupyter notebook folder (…/source/repos/ for example ) ?

            Thanks!

            ...

            ANSWER

            Answered 2021-Apr-22 at 23:00

            Try using the http copy url from the Github site and use that with

            !git clone in a jupyter notebook cell

            then you can do !ls to check that the repository downloaded. The exclamation points mean that you can do command line commands from your notebook!

            Alternatively, you could try unzipping and moving the repo to the same directory where you are running jupyter and search for it with an !ls

            Source https://stackoverflow.com/questions/67221725

            Community Discussions, Code Snippets contain sources that include Stack Exchange Network

            Vulnerabilities

            No vulnerabilities reported

            Install raytrace

            You can download it from GitHub.
            You can use raytrace like any standard Python library. You will need to make sure that you have a development environment consisting of a Python distribution including header files, a compiler, pip, and git installed. Make sure that your pip, setuptools, and wheel are up to date. When using pip it is generally recommended to install packages in a virtual environment to avoid changes to the system.

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            gh repo clone jamesbowman/raytrace

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