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-rw-r--r--channel_3d_sdf_grid_fin_volumetric_rendering_gl_interop.py106
-rw-r--r--channel_3d_volumetric_rendering_gl_interop.py105
-rw-r--r--template/sdf.cl.mako4
-rw-r--r--utility/opengl.py2
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)