我已经使用 julia 编程语言编写了一个路径跟踪器,但我认为它很慢
I have written a path tracer using julia programming language but i think it is slow
我已经更改了我的 post 并且 post 编辑了我的全部代码!谁能告诉我如何优化它?
import Base: *, +, -, /, ^
using Images
const Π = convert(Float64, π)
#define vector
mutable struct Vec3
x::Float64
y::Float64
z::Float64
end
function +(u::Vec3, v::Vec3)
Vec3(u.x+v.x, u.y+v.y, u.z+v.z)
end
function -(u::Vec3, v::Vec3)
Vec3(u.x-v.x, u.y-v.y, u.z-v.z)
end
function /(u::Vec3, v::Float64)
Vec3(u.x/v, u.y/v, u.z/v)
end
function *(u, v::Vec3)
if typeof(u) == Float64
Vec3(u*v.x, u*v.y, u*v.z)
elseif typeof(u) == Vec3
Vec3(u.x*v.x, u.y*v.y, u.z*v.z)
end
end
function ^(u::Vec3, v::Float64)
Vec3(u.x^v, u.y^v, u.z^v)
end
function dot(u::Vec3, v::Vec3)
u.x*v.x + u.y*v.y + u.z*v.z
end
function normalize(u::Vec3)
u/sqrt(dot(u,u))
end
function cross(u::Vec3, v::Vec3)
Vec3(u.y*v.z - v.y*u.z, u.z*v.x - v.z*u.x, u.x*v.y - v.x*u.y)
end
function gamma(u::Vec3)
Vec3(u.x^(1/2.2), u.y^(1/2.2), u.z^(1/2.2))
end
function clamp(u::Vec3)
u.x = u.x <= 1 ? u.x : 1
u.y = u.y <= 1 ? u.y : 1
u.z = u.z <= 1 ? u.z : 1
u
end
#define ray
struct Ray
s::Vec3
d::Vec3
end
#define planes
struct xyRect
z; x1; x2; y1; y2::Float64
normal; emittance; reflectance::Vec3
isLight::Bool
end
struct xzRect
y; x1; x2; z1; z2::Float64
normal; emittance; reflectance::Vec3
isLight::Bool
end
struct yzRect
x; y1; y2; z1; z2::Float64
normal; emittance; reflectance::Vec3
isLight::Bool
end
#define sphere
mutable struct Sphere
radius::Float64
center; normal; emittance; reflectance::Vec3
isLight::Bool
end
#define empty object
struct Empty
normal; emittance; reflectance::Vec3
end
#define surfaces
Surfaces = Union{xyRect, xzRect, yzRect, Sphere}
#define intersection function
function intersect(surface::Surfaces, ray::Ray)
if typeof(surface) == xyRect
t = (surface.z - ray.s.z)/ray.d.z
if surface.x1 < ray.s.x + t*ray.d.x < surface.x2 && surface.y1 < ray.s.y + t*ray.d.y < surface.y2 && t > 0
t
else
Inf
end
elseif typeof(surface) == xzRect
t = (surface.y - ray.s.y)/ray.d.y
if surface.x1 < ray.s.x + t*ray.d.x < surface.x2 && surface.z1 < ray.s.z + t*ray.d.z < surface.z2 && t > 0
t
else
Inf
end
elseif typeof(surface) == yzRect
t = (surface.x - ray.s.x)/ray.d.x
if surface.y1 < ray.s.y + t*ray.d.y < surface.y2 && surface.z1 < ray.s.z + t*ray.d.z < surface.z2 && t > 0
t
else
Inf
end
elseif typeof(surface) == Sphere
a = dot(ray.d, ray.d)
b = 2dot(ray.d, ray.s - surface.center)
c = dot(ray.s - surface.center, ray.s - surface.center) - surface.radius*surface.radius
Δ = b*b - 4*a*c
if Δ > 0
Δ = sqrt(Δ)
t1 = 0.5(-b-Δ)/a
t2 = 0.5(-b+Δ)/a
if t1 > 0
surface.normal = normalize(ray.s + t1*ray.d - surface.center)
t1
elseif t2 > 0
surface.normal = normalize(ray.s + t2*ray.d - surface.center)
t2
else
Inf
end
else
Inf
end
end
end
#define nearest function
function nearest(surfaces::Array{Surfaces, 1}, ray::Ray, tMin::Float64)
hitSurface = Empty(Vec3(0,0,0), Vec3(0,0,0), Vec3(0,0,0))
for surface in surfaces
t = intersect(surface, ray)
if t < tMin
tMin = t
hitSurface = surface
end
end
tMin, hitSurface
end
#cosine weighted sampling of hemisphere
function hemiRand(n::Vec3)
ξ1 = rand()
ξ2 = rand()
x = cos(2π*ξ2)*sqrt(ξ1)
y = sin(2π*ξ2)*sqrt(ξ1)
z = sqrt(1-ξ1)
r = normalize(Vec3(2rand()-1, 2rand()-1, 2rand()-1))
b = cross(n,r)
t = cross(n,b)
Vec3(x*t.x + y*b.x + z*n.x, x*t.y + y*b.y + z*n.y, x*t.z + y*b.z + z*n.z)
end
#trace the path
function trace(surfaces::Array{Surfaces, 1}, ray::Ray, depth::Int64, maxDepth::Int64)
if depth >= maxDepth
return Vec3(0,0,0)
end
t, material = nearest(surfaces, ray, Inf)
if typeof(material) == Empty
return Vec3(0,0,0)
end
if material.isLight == true
return material.emittance
end
ρ = material.reflectance
BRDF = ρ/Π
n = material.normal
R = hemiRand(n)
In = trace(surfaces, Ray(ray.s + t*ray.d, R), depth+1, maxDepth)
return Π*BRDF*In
end
#define camera
struct Camera
eye; v_up; N::Vec3
fov; aspect; distance::Float64
end
#render function
function render(surfaces::Array{Surfaces,1},camera::Camera,xRes::Int64,yRes::Int64,numSamples::Int64,maxDepth::Int64)
n = normalize(camera.N)
e = camera.eye
c = e - camera.distance*n
θ = camera.fov*(π/180)
H = 2*camera.distance*tan(θ/2)
W = H*camera.aspect
u = normalize(cross(camera.v_up,n))
v = cross(n,u)
img = zeros(3, xRes, yRes)
pixHeight = H/yRes
pixWidth = W/xRes
L = c - 0.5*W*u - 0.5*H*v
for i=1:xRes
for j=1:yRes
cl = Vec3(0,0,0)
for s=1:numSamples
pt = L + (i-rand())*pixWidth*u + (yRes-j+rand())*pixHeight*v
cl = cl + trace(surfaces, Ray(e, pt-e), 0, maxDepth)
end
cl = gamma(clamp(cl/convert(Float64, numSamples)))
img[:,j,i] = [cl.x, cl.y, cl.z]
end
end
img
end
#the scene
p1 = xzRect(1.,0.,1.,-1.,0.,Vec3(0,-1,0),Vec3(0,0,0),Vec3(0.75,0.75,0.75),false)
p2 = xzRect(0.,0.,1.,-1.,0.,Vec3(0,1,0),Vec3(0,0,0),Vec3(0.75,0.75,0.75),false)
p3 = xyRect(-1.,0.,1.,0.,1.,Vec3(0,0,1),Vec3(0,0,0),Vec3(0.75,0.75,0.75),false)
p4 = yzRect(0.,0.,1.,-1.,0.,Vec3(1,0,0),Vec3(0,0,0),Vec3(0.75,0.25,0.25),false)
p5 = yzRect(1.,0.,1.,-1.,0.,Vec3(-1,0,0),Vec3(0,0,0),Vec3(0.25,0.25,0.75),false)
p6 = xzRect(0.999,0.35,0.65,-0.65,-0.35,Vec3(0,-1,0),Vec3(18,18,18),Vec3(0,0,0),true)
s1 = Sphere(0.15,Vec3(0.3,0.15,-0.6),Vec3(0,0,0),Vec3(0,0,0),Vec3(0.75,0.75,0.75),false)
surfs = Surfaces[p1,p2,p3,p4,p5,p6,s1]
cam = Camera(Vec3(0.5,0.5,2),Vec3(0,1,0),Vec3(0,0,1),28.07,1,2)
@time image = render(surfs, cam, 400, 400, 1, 4);
colorview(RGB, image)
我需要知道为什么我的代码不好而且很慢。我是一个初级程序员,我没有足够的经验。我的path tracer场景包含7个物体,它的最大深度是4,生成一张400*400大小的图像需要2秒多的时间。我认为它不应该那么慢,因为我的 cpu 是核心 i7 4770。
抱歉更改我的 post.
首先,
struct yzRect
x; y1; y2; z1; z2::Float64
normal; emittance; reflectance::Vec3
isLight::Bool
end
最后只将类型应用到每一行的最后一个变量:
julia> fieldtypes(yzRect)
(Any, Any, Any, Any, Float64, Any, Any, Vec3, Bool)
所以 Julia 基本上不会知道结构中的任何类型会减慢速度。
此外,您的 Vec3
确实应该是不可变的,然后您只需在需要 "modify" Vector 时创建它的新实例。
可能还有更多问题,但有两个问题很突出。
强烈建议在分析性能时通读 https://docs.julialang.org/en/v1/manual/performance-tips/index.html 并应用其中的指南。
我已经更改了我的 post 并且 post 编辑了我的全部代码!谁能告诉我如何优化它?
import Base: *, +, -, /, ^
using Images
const Π = convert(Float64, π)
#define vector
mutable struct Vec3
x::Float64
y::Float64
z::Float64
end
function +(u::Vec3, v::Vec3)
Vec3(u.x+v.x, u.y+v.y, u.z+v.z)
end
function -(u::Vec3, v::Vec3)
Vec3(u.x-v.x, u.y-v.y, u.z-v.z)
end
function /(u::Vec3, v::Float64)
Vec3(u.x/v, u.y/v, u.z/v)
end
function *(u, v::Vec3)
if typeof(u) == Float64
Vec3(u*v.x, u*v.y, u*v.z)
elseif typeof(u) == Vec3
Vec3(u.x*v.x, u.y*v.y, u.z*v.z)
end
end
function ^(u::Vec3, v::Float64)
Vec3(u.x^v, u.y^v, u.z^v)
end
function dot(u::Vec3, v::Vec3)
u.x*v.x + u.y*v.y + u.z*v.z
end
function normalize(u::Vec3)
u/sqrt(dot(u,u))
end
function cross(u::Vec3, v::Vec3)
Vec3(u.y*v.z - v.y*u.z, u.z*v.x - v.z*u.x, u.x*v.y - v.x*u.y)
end
function gamma(u::Vec3)
Vec3(u.x^(1/2.2), u.y^(1/2.2), u.z^(1/2.2))
end
function clamp(u::Vec3)
u.x = u.x <= 1 ? u.x : 1
u.y = u.y <= 1 ? u.y : 1
u.z = u.z <= 1 ? u.z : 1
u
end
#define ray
struct Ray
s::Vec3
d::Vec3
end
#define planes
struct xyRect
z; x1; x2; y1; y2::Float64
normal; emittance; reflectance::Vec3
isLight::Bool
end
struct xzRect
y; x1; x2; z1; z2::Float64
normal; emittance; reflectance::Vec3
isLight::Bool
end
struct yzRect
x; y1; y2; z1; z2::Float64
normal; emittance; reflectance::Vec3
isLight::Bool
end
#define sphere
mutable struct Sphere
radius::Float64
center; normal; emittance; reflectance::Vec3
isLight::Bool
end
#define empty object
struct Empty
normal; emittance; reflectance::Vec3
end
#define surfaces
Surfaces = Union{xyRect, xzRect, yzRect, Sphere}
#define intersection function
function intersect(surface::Surfaces, ray::Ray)
if typeof(surface) == xyRect
t = (surface.z - ray.s.z)/ray.d.z
if surface.x1 < ray.s.x + t*ray.d.x < surface.x2 && surface.y1 < ray.s.y + t*ray.d.y < surface.y2 && t > 0
t
else
Inf
end
elseif typeof(surface) == xzRect
t = (surface.y - ray.s.y)/ray.d.y
if surface.x1 < ray.s.x + t*ray.d.x < surface.x2 && surface.z1 < ray.s.z + t*ray.d.z < surface.z2 && t > 0
t
else
Inf
end
elseif typeof(surface) == yzRect
t = (surface.x - ray.s.x)/ray.d.x
if surface.y1 < ray.s.y + t*ray.d.y < surface.y2 && surface.z1 < ray.s.z + t*ray.d.z < surface.z2 && t > 0
t
else
Inf
end
elseif typeof(surface) == Sphere
a = dot(ray.d, ray.d)
b = 2dot(ray.d, ray.s - surface.center)
c = dot(ray.s - surface.center, ray.s - surface.center) - surface.radius*surface.radius
Δ = b*b - 4*a*c
if Δ > 0
Δ = sqrt(Δ)
t1 = 0.5(-b-Δ)/a
t2 = 0.5(-b+Δ)/a
if t1 > 0
surface.normal = normalize(ray.s + t1*ray.d - surface.center)
t1
elseif t2 > 0
surface.normal = normalize(ray.s + t2*ray.d - surface.center)
t2
else
Inf
end
else
Inf
end
end
end
#define nearest function
function nearest(surfaces::Array{Surfaces, 1}, ray::Ray, tMin::Float64)
hitSurface = Empty(Vec3(0,0,0), Vec3(0,0,0), Vec3(0,0,0))
for surface in surfaces
t = intersect(surface, ray)
if t < tMin
tMin = t
hitSurface = surface
end
end
tMin, hitSurface
end
#cosine weighted sampling of hemisphere
function hemiRand(n::Vec3)
ξ1 = rand()
ξ2 = rand()
x = cos(2π*ξ2)*sqrt(ξ1)
y = sin(2π*ξ2)*sqrt(ξ1)
z = sqrt(1-ξ1)
r = normalize(Vec3(2rand()-1, 2rand()-1, 2rand()-1))
b = cross(n,r)
t = cross(n,b)
Vec3(x*t.x + y*b.x + z*n.x, x*t.y + y*b.y + z*n.y, x*t.z + y*b.z + z*n.z)
end
#trace the path
function trace(surfaces::Array{Surfaces, 1}, ray::Ray, depth::Int64, maxDepth::Int64)
if depth >= maxDepth
return Vec3(0,0,0)
end
t, material = nearest(surfaces, ray, Inf)
if typeof(material) == Empty
return Vec3(0,0,0)
end
if material.isLight == true
return material.emittance
end
ρ = material.reflectance
BRDF = ρ/Π
n = material.normal
R = hemiRand(n)
In = trace(surfaces, Ray(ray.s + t*ray.d, R), depth+1, maxDepth)
return Π*BRDF*In
end
#define camera
struct Camera
eye; v_up; N::Vec3
fov; aspect; distance::Float64
end
#render function
function render(surfaces::Array{Surfaces,1},camera::Camera,xRes::Int64,yRes::Int64,numSamples::Int64,maxDepth::Int64)
n = normalize(camera.N)
e = camera.eye
c = e - camera.distance*n
θ = camera.fov*(π/180)
H = 2*camera.distance*tan(θ/2)
W = H*camera.aspect
u = normalize(cross(camera.v_up,n))
v = cross(n,u)
img = zeros(3, xRes, yRes)
pixHeight = H/yRes
pixWidth = W/xRes
L = c - 0.5*W*u - 0.5*H*v
for i=1:xRes
for j=1:yRes
cl = Vec3(0,0,0)
for s=1:numSamples
pt = L + (i-rand())*pixWidth*u + (yRes-j+rand())*pixHeight*v
cl = cl + trace(surfaces, Ray(e, pt-e), 0, maxDepth)
end
cl = gamma(clamp(cl/convert(Float64, numSamples)))
img[:,j,i] = [cl.x, cl.y, cl.z]
end
end
img
end
#the scene
p1 = xzRect(1.,0.,1.,-1.,0.,Vec3(0,-1,0),Vec3(0,0,0),Vec3(0.75,0.75,0.75),false)
p2 = xzRect(0.,0.,1.,-1.,0.,Vec3(0,1,0),Vec3(0,0,0),Vec3(0.75,0.75,0.75),false)
p3 = xyRect(-1.,0.,1.,0.,1.,Vec3(0,0,1),Vec3(0,0,0),Vec3(0.75,0.75,0.75),false)
p4 = yzRect(0.,0.,1.,-1.,0.,Vec3(1,0,0),Vec3(0,0,0),Vec3(0.75,0.25,0.25),false)
p5 = yzRect(1.,0.,1.,-1.,0.,Vec3(-1,0,0),Vec3(0,0,0),Vec3(0.25,0.25,0.75),false)
p6 = xzRect(0.999,0.35,0.65,-0.65,-0.35,Vec3(0,-1,0),Vec3(18,18,18),Vec3(0,0,0),true)
s1 = Sphere(0.15,Vec3(0.3,0.15,-0.6),Vec3(0,0,0),Vec3(0,0,0),Vec3(0.75,0.75,0.75),false)
surfs = Surfaces[p1,p2,p3,p4,p5,p6,s1]
cam = Camera(Vec3(0.5,0.5,2),Vec3(0,1,0),Vec3(0,0,1),28.07,1,2)
@time image = render(surfs, cam, 400, 400, 1, 4);
colorview(RGB, image)
我需要知道为什么我的代码不好而且很慢。我是一个初级程序员,我没有足够的经验。我的path tracer场景包含7个物体,它的最大深度是4,生成一张400*400大小的图像需要2秒多的时间。我认为它不应该那么慢,因为我的 cpu 是核心 i7 4770。 抱歉更改我的 post.
首先,
struct yzRect
x; y1; y2; z1; z2::Float64
normal; emittance; reflectance::Vec3
isLight::Bool
end
最后只将类型应用到每一行的最后一个变量:
julia> fieldtypes(yzRect)
(Any, Any, Any, Any, Float64, Any, Any, Vec3, Bool)
所以 Julia 基本上不会知道结构中的任何类型会减慢速度。
此外,您的 Vec3
确实应该是不可变的,然后您只需在需要 "modify" Vector 时创建它的新实例。
可能还有更多问题,但有两个问题很突出。
强烈建议在分析性能时通读 https://docs.julialang.org/en/v1/manual/performance-tips/index.html 并应用其中的指南。