COMP1011 Assignment 2 - 05s2 | |
---|---|
Computing 1A 05s2 |
Last updated
Thu 13 Oct 2005 15:53
Mail cs1011@cse.unsw.edu.au |
There are seven modules in this assignment: Physics
,
WorldBase
, World
, RayTracer
,
Renderer
, PpmWriter
and
SceneParser
. We will let you work out the module
dependecies for yourself, but we will tell you that all modules import
Physics
(except Physics
itself
naturally.)
You will be defining functions in two modules: PpmWriter
and
World
. The code in PpmWriter
can be written (and
tested) fairly independently of the other modules and we suggest you do
this.
Bonus ONLY: For the bonus part, you need to
define some functions in RayTrace
.
A few of the functions below have pre-conditions that must be satisfied for them to work properly. Any function that is called with arguments that do not satisfy the pre-conditions will result in undefined behaviour. It is up to the user of such functions to ensure that they hold, and it is not strictly necessary for you to check whether they do or not.
However a common software engineering practice is to check for them anyway and signal an error if so. This can make it much easier to debug your program hence it may be useful for you to do this.
If you read the documentation for the Physics module you will see that some of these functions have pre-conditions as well. These are not checked.
module PpmWriter
type Size = (Int, Int)
type Image = (Size, [[Colour]])
writePpm :: FilePath -> Image -> IO ()
This function takes a FilePath
and an Image
. The
image, which is a square area of colour values, is then written to disk in PPM
format. Be aware that the Colour
in an Image
is not in the correct format for
writing to the PPM file; hence, you need to convert it appropriately.
Here is a link to the PPM format.
Ray tracing may take quite a long time. You may wish to print to standard output (not the file!) some indication of progress being made. For instance, our implementation of this assignment prints the row number at the completion of each row. Another possibility would be to print a dot after each line. A dot for each pixel would probably be excessive.
module World
Functions are listed in approximate order of difficulty. It is also sometimes the case that earlier functions are useful in defining later ones.
getOctantIndex :: Point -> Voxel -> Int
Takes a Point
and a Voxel
and returns
the index of the sub-octant the point is in. As mentioned in the
section on OctTrees, octants are numbered as follows.
Front face | Back face | ||||||||
|
|
Be sure to take care on which points are and aren't inside a voxel. See the section on Points and Voxels.
getOctants :: Voxel -> [Voxel]
Takes a Voxel
and returns a list containing eight
voxels which sub-divide the voxel. The voxels should be in order of
their index. The following equation should hold:
isInVoxel pt voxel == isInVoxel
(getOctants voxel !! getOctantIndex pt voxel)
findMinSize :: OctTree -> Distance
findMinSize takes an OctTree
and returns the size
of the smallest leaf within it.
getLeafContaining :: Point -> Scene -> OctTree
This function takes a Point
and a Scene
and returns the leaf of the OctTree
contained within the
scene that contains the point.
mkOctTree :: Voxel -> [Object] -> OctTree
This functions takes a Voxel
that contains the scene,
a list of Object
s and yields an OctTree
.
Each Leaf
of the OctTree
must contain at most
maxObjects
objects. You will need to recursively
sub-divide each Node
that contains more objects than this.
module RayTrace
Bonus ONLY!
intersectsInVoxel :: [Object] -> Voxel -> Ray -> [(Object,
Time, Vector)]
Bonus ONLY:
Takes a list of Object
s, a Voxel
and a
Ray
and yields a (possibly empty) list of ordered
triples. Each triple contains an object, the time at which the ray
intersected the object in the voxel and a unit normal vector
at the point of intersection. The list is ordered such that the
interesection with the smallest time value is first, followed by the
next greatest time value and so on.
Be careful in detecting intersections with objects, particularly planes. It is quite possible that although part of the object will be inside the voxel the intersection actually occurs at a point outside the voxel. These should not be counted.
firstIntersect :: Scene -> OctTree -> Ray -> Maybe (Object,
Time, Vector)
Bonus ONLY:
Takes a Scene
, a leaf, and a Ray
(which
passes through the leaf). Finds the first (non-zero and positive)
intersection with an object, if one exists, and returns the object and
the time at which the ray intersects the object.
This function checks if there are any intersections in the leaf.
If not it will try the next leaf that ray passes through. This process
terminates when an intersection is found or the ray passes out of the
scene (i.e. leaves the Voxel
containing the entire
Scene
). If no intersection exists Nothing
is
returned.
This function should not return a Time
value of zero
or a negative value. The reason for this is that this function will
often be used to see whether a ray to a light source intersects with
any objects in between. Since this ray originates at the surface of
the object an intersection can often be detected at time equal to
zero. Were it the case that floating-point arithmetic was exact this
would not be problem, yet this is not the case. (In fact, this makes
sense if you think about it, how can a continuous spectrum of numbers
be represented in a finite amount of space if it is not
approximate?) We also are not interested in intersections at negative
times. Such intersection occur in the reverse direction of the ray
which is not what we want at all.
Do not use the (==)
from the
Prelude
. Instead use the (==*)
from the
Physics
module which checks whether two
Double
s are equal to within a small tolerance (defined as
doubleRes
in module Physics.)
Precondition: Ray passes through leaf.
checkShadowIntersect :: Scene -> Point
-> Light -> Ray -> Bool
Bonus ONLY:
Checks whether there is an intersection with another object before
the light source. Takes a Scene
, the point of
intersection, a Light
, and a Ray
to that
light as arguments. Precondition: The ray must actually point at the
light.