diff options
Improve SDF rendering quality, performance
-rw-r--r-- | channel_3d_sdf_grid_fin_volumetric_rendering_gl_interop.py | 106 | ||||
-rw-r--r-- | channel_3d_volumetric_rendering_gl_interop.py | 105 | ||||
-rw-r--r-- | template/sdf.cl.mako | 4 | ||||
-rw-r--r-- | utility/opengl.py | 2 |
4 files changed, 123 insertions, 94 deletions
diff --git a/channel_3d_sdf_grid_fin_volumetric_rendering_gl_interop.py b/channel_3d_sdf_grid_fin_volumetric_rendering_gl_interop.py index 8806029..a51eaa1 100644 --- a/channel_3d_sdf_grid_fin_volumetric_rendering_gl_interop.py +++ b/channel_3d_sdf_grid_fin_volumetric_rendering_gl_interop.py @@ -22,13 +22,13 @@ from utility.projection import Projection, Rotation from utility.opengl import MomentsTexture from utility.mouse import MouseDragMonitor, MouseScrollMonitor -lattice_x = 180 -lattice_y = 100 +lattice_x = 170 +lattice_y = 90 lattice_z = 100 updates_per_frame = 5 -inflow = 0.075 +inflow = 0.1 relaxation_time = 0.51 lbm = LBM(D3Q19) @@ -52,52 +52,66 @@ boundary = Template(""" ) grid_fin = """ -v = rotate_z(translate(v, v3(center.x/2, center.y, center.z)), -0.8); -float width = 1; -float angle = 0.64; - -return add( - sadd( - sub( - rounded(box(v, v3(5, 28, 38)), 1), - rounded(box(v, v3(6, 26, 36)), 1) - ), - cylinder(translate(v, v3(0,0,-45)), 5, 12), - 1 - ), - sintersect( - box(v, v3(5, 28, 38)), - add( - add( - box(rotate_x(v, angle), v3(10, width, 100)), - box(rotate_x(v, -angle), v3(10, width, 100)) +float sdf(vec3 v) { + v = rotate_z(translate(v, v3(center.x/2, center.y, center.z)), -0.6); + const float width = 1; + const float angle = 0.64; + + return add( + sadd( + sub( + rounded(box(v, v3(5, 28, 38)), 1), + rounded(box(v, v3(6, 26, 36)), 1) ), + cylinder(translate(v, v3(0,0,-45)), 5, 12), + 1 + ), + sintersect( + box(v, v3(5, 28, 38)), add( add( - add( - box(rotate_x(translate(v, v3(0,0,25)), angle), v3(10, width, 100)), - box(rotate_x(translate(v, v3(0,0,25)), -angle), v3(10, width, 100)) - ), - add( - box(rotate_x(translate(v, v3(0,0,-25)), angle), v3(10, width, 100)), - box(rotate_x(translate(v, v3(0,0,-25)), -angle), v3(10, width, 100)) - ) + box(rotate_x(v, angle), v3(10, width, 100)), + box(rotate_x(v, -angle), v3(10, width, 100)) ), add( add( - box(rotate_x(translate(v, v3(0,0,50)), angle), v3(10, width, 100)), - box(rotate_x(translate(v, v3(0,0,50)), -angle), v3(10, width, 100)) + add( + box(rotate_x(translate(v, v3(0,0,25)), angle), v3(10, width, 100)), + box(rotate_x(translate(v, v3(0,0,25)), -angle), v3(10, width, 100)) + ), + add( + box(rotate_x(translate(v, v3(0,0,-25)), angle), v3(10, width, 100)), + box(rotate_x(translate(v, v3(0,0,-25)), -angle), v3(10, width, 100)) + ) ), add( - box(rotate_x(translate(v, v3(0,0,-50)), angle), v3(10, width, 100)), - box(rotate_x(translate(v, v3(0,0,-50)), -angle), v3(10, width, 100)) + add( + box(rotate_x(translate(v, v3(0,0,50)), angle), v3(10, width, 100)), + box(rotate_x(translate(v, v3(0,0,50)), -angle), v3(10, width, 100)) + ), + add( + box(rotate_x(translate(v, v3(0,0,-50)), angle), v3(10, width, 100)), + box(rotate_x(translate(v, v3(0,0,-50)), -angle), v3(10, width, 100)) + ) ) ) - ) - ), - 2 - ) -); + ), + 2 + ) + ); +} + +float sdf_bounding(vec3 v) { + v = rotate_z(translate(v, v3(center.x/2, center.y, center.z)), -0.6); + const float width = 1; + const float angle = 0.64; + + return sadd( + rounded(box(v, v3(5, 28, 38)), 1), + cylinder(translate(v, v3(0,0,-45)), 5, 12), + 1 + ); +} """ def glut_window(fullscreen = False): @@ -173,11 +187,11 @@ const vec3 center = vec3(${size_x/2.5}, ${size_y/2}, ${size_z/2}); #define OBSTACLE_STEPS 16 vec3 v3(float x, float y, float z) { - return vec3(x,y,z); + return vec3(x,y,z); } vec2 v2(float x, float y) { - return vec2(x,y); + return vec2(x,y); } vec3 fabs(vec3 x) { @@ -190,9 +204,7 @@ float fabs(float x) { <%include file="template/sdf.lib.glsl.mako"/> -float sdf(vec3 v) { - ${sdf_source} -} +${sdf_source} vec3 sdf_normal(vec3 v) { return normalize(vec3( @@ -250,14 +262,14 @@ vec3 trace(vec3 pos, vec3 ray) { for (int i=0; i < RAYMARCH_STEPS; ++i) { const vec3 sample_pos = pos + i*delta*ray; const vec4 data = texture(moments, unit(sample_pos)); - if (sdf(sample_pos) > delta) { - color += 0.5/RAYMARCH_STEPS * palette(length(data.yzw) / ${inflow}); + if (sdf_bounding(sample_pos) > delta) { + color += 1.0/RAYMARCH_STEPS * palette(length(data.yzw) / ${inflow}); } else { const vec4 obstacle_color = trace_obstacle(sample_pos, ray, delta); if (obstacle_color.w == 1.0) { return color + obstacle_color.xyz; } else { - color += 0.5/RAYMARCH_STEPS * palette(length(data.yzw) / ${inflow}); + color += 1.0/RAYMARCH_STEPS * palette(length(data.yzw) / ${inflow}); } } } diff --git a/channel_3d_volumetric_rendering_gl_interop.py b/channel_3d_volumetric_rendering_gl_interop.py index 1b149da..6fee3fc 100644 --- a/channel_3d_volumetric_rendering_gl_interop.py +++ b/channel_3d_volumetric_rendering_gl_interop.py @@ -26,7 +26,7 @@ lattice_x = 200 lattice_y = 64 lattice_z = 64 -updates_per_frame = 8 +updates_per_frame = 6 inflow = 0.01 relaxation_time = 0.51 @@ -52,34 +52,46 @@ boundary = Template(""" ) channel = """ -return add( - add( - ssub( - box(translate(v, v3(25,center.y,center.z)), v3(5,32,32)), - add( - sphere(translate(v, v3(20,0.5*center.y,1.5*center.z)), 10), - sphere(translate(v, v3(30,1.5*center.y,0.5*center.z)), 10) +float sdf(vec3 v) { + return add( + add( + ssub( + box(translate(v, v3(25,center.y,center.z)), v3(5,32,32)), + add( + sphere(translate(v, v3(20,0.5*center.y,1.5*center.z)), 10), + sphere(translate(v, v3(30,1.5*center.y,0.5*center.z)), 10) + ), + 2 ), - 2 + ssub( + box(translate(v, v3(85,center.y,center.z)), v3(5,32,32)), + add( + sphere(translate(v, v3(90,1.5*center.y,1.5*center.z)), 10), + sphere(translate(v, v3(80,0.5*center.y,0.5*center.z)), 10) + ), + 2 + ) ), ssub( - box(translate(v, v3(85,center.y,center.z)), v3(5,32,32)), + box(translate(v, v3(145,center.y,center.z)), v3(5,32,32)), add( - sphere(translate(v, v3(90,1.5*center.y,1.5*center.z)), 10), - sphere(translate(v, v3(80,0.5*center.y,0.5*center.z)), 10) + cylinder(rotate_y(translate(v, v3(145,1.5*center.y,0.5*center.z)), 1), 10, 10), + cylinder(rotate_y(translate(v, v3(145,0.5*center.y,1.5*center.z)), -1), 10, 10) ), 2 ) - ), - ssub( - box(translate(v, v3(145,center.y,center.z)), v3(5,32,32)), + ); +} + +float sdf_bounding(vec3 v) { + return add( add( - cylinder(rotate_y(translate(v, v3(145,1.5*center.y,0.5*center.z)), 1), 10, 10), - cylinder(rotate_y(translate(v, v3(145,0.5*center.y,1.5*center.z)), -1), 10, 10) + box(translate(v, v3(25,center.y,center.z)), v3(5,32,32)), + box(translate(v, v3(85,center.y,center.z)), v3(5,32,32)) ), - 2 - ) -); + box(translate(v, v3(145,center.y,center.z)), v3(5,32,32)) + ); +} """ def glut_window(fullscreen = False): @@ -136,6 +148,10 @@ void main() { raycast_fragment_shader = shaders.compileShader(Template(""" #version 430 +#define EPSILON 1e-1 +#define RAYMARCH_STEPS 64 +#define OBSTACLE_STEPS 16 + in vec3 frag_pos; uniform vec4 camera_pos; @@ -144,22 +160,15 @@ uniform sampler3D moments; out vec4 result; -vec3 unit(vec3 v) { - return vec3(v[0] / ${size_x}, v[1] / ${size_y}, v[2] / ${size_z}); -} - +const vec3 cuboid = vec3(${size_x}, ${size_y}, ${size_z}); const vec3 center = vec3(${size_x/2.5}, ${size_y/2}, ${size_z/2}); -#define EPSILON 1e-1 -#define RAYMARCH_STEPS 64 -#define OBSTACLE_STEPS 16 - vec3 v3(float x, float y, float z) { - return vec3(x,y,z); + return vec3(x,y,z); } vec2 v2(float x, float y) { - return vec2(x,y); + return vec2(x,y); } vec3 fabs(vec3 x) { @@ -172,9 +181,7 @@ float fabs(float x) { <%include file="template/sdf.lib.glsl.mako"/> -float sdf(vec3 v) { - ${sdf_source} -} +${sdf_source} vec3 sdf_normal(vec3 v) { return normalize(vec3( @@ -184,14 +191,23 @@ vec3 sdf_normal(vec3 v) { )); } +vec3 unit(vec3 v) { + return v / cuboid; +} + vec3 palette(float x) { return mix( - vec3(0.0, 0.0, 0.0), - vec3(1.0, 0.0, 0.0), + vec3(0.251, 0.498, 0.498), + vec3(0.502, 0.082, 0.082), x ); } +vec3 getVelocityColorAt(vec3 pos) { + const vec4 data = texture(moments, unit(pos)); + return palette(length(data.yzw) / ${2*inflow}); +} + float distanceToLattice(vec3 v) { return box(v, vec3(${size_x},${size_y},${size_z})); } @@ -201,7 +217,6 @@ float maxRayLength(vec3 origin, vec3 ray) { } vec4 trace_obstacle(vec3 origin, vec3 ray, float delta) { - vec3 color = vec3(0); vec3 sample_pos = origin; float ray_dist = 0.0; @@ -214,8 +229,9 @@ vec4 trace_obstacle(vec3 origin, vec3 ray, float delta) { } if (abs(sdf_dist) < EPSILON) { + const vec3 color = vec3(0.5); const vec3 n = normalize(sdf_normal(sample_pos)); - return vec4(color + abs(dot(n, ray)), 1.0); + return vec4(abs(dot(n, ray)) * color, 1.0); } else { sample_pos = origin + ray_dist*ray; } @@ -225,21 +241,24 @@ vec4 trace_obstacle(vec3 origin, vec3 ray, float delta) { } vec3 trace(vec3 pos, vec3 ray) { - const float delta = maxRayLength(pos, ray) / RAYMARCH_STEPS; + const float depth = maxRayLength(pos, ray); + const float delta = depth / RAYMARCH_STEPS; + const float gamma = 0.5 / RAYMARCH_STEPS; vec3 color = vec3(0.0); + vec3 sample_pos = pos; for (int i=0; i < RAYMARCH_STEPS; ++i) { - const vec3 sample_pos = pos + i*delta*ray; - const vec4 data = texture(moments, unit(sample_pos)); - if (sdf(sample_pos) > delta) { - color += 0.5/RAYMARCH_STEPS * palette(length(data.yzw) / ${inflow}); + sample_pos += delta*ray; + + if (sdf_bounding(sample_pos) > delta) { + color += gamma * getVelocityColorAt(sample_pos); } else { const vec4 obstacle_color = trace_obstacle(sample_pos, ray, delta); if (obstacle_color.w == 1.0) { return color + obstacle_color.xyz; } else { - color += 0.5/RAYMARCH_STEPS * palette(length(data.yzw) / ${inflow}); + color += gamma * getVelocityColorAt(sample_pos); } } } diff --git a/template/sdf.cl.mako b/template/sdf.cl.mako index b98b35f..0a62f4b 100644 --- a/template/sdf.cl.mako +++ b/template/sdf.cl.mako @@ -13,9 +13,7 @@ __constant float3 center = (float3)(${geometry.size_x/2.5}, ${geometry.size_y/2} <%include file="sdf.lib.glsl.mako"/> -float sdf(vec3 v) { - ${sdf_src} -} +${sdf_src} __kernel void setup_channel_with_sdf_obstacle(__global int* material) { const unsigned x = get_global_id(0); diff --git a/utility/opengl.py b/utility/opengl.py index ec8ab57..e201e29 100644 --- a/utility/opengl.py +++ b/utility/opengl.py @@ -77,7 +77,7 @@ class MomentsTexture: if self.gl_texture_type == GL_TEXTURE_3D: glTexImage3D(self.gl_texture_type, 0, GL_RGBA32F, self.lattice.memory.size_x, self.lattice.memory.size_y, self.lattice.memory.size_z, 0, GL_RGBA, GL_FLOAT, self.gl_texture_buffer) glTexParameteri(self.gl_texture_type, GL_TEXTURE_MIN_FILTER, GL_NEAREST); - glTexParameteri(self.gl_texture_type, GL_TEXTURE_MAG_FILTER, GL_NEAREST) + glTexParameteri(self.gl_texture_type, GL_TEXTURE_MAG_FILTER, GL_LINEAR) glTexParameteri(self.gl_texture_type, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE) glTexParameteri(self.gl_texture_type, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE) glTexParameteri(self.gl_texture_type, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE) |