From ph@pixar.UUCP Sat Jun 20 02:03:25 1987 Subject: Winners of Minimal Ray Tracer Contest Date: 20 Jun 87 06:03:25 GMT WINNERS OF THE MINIMAL RAY TRACER PROGRAMMING CONTEST ***************************************************** The contest: The goal: write the shortest Whitted-style ray tracing program in C. Briefly, the rules were as follows: mail me C source to a ray tracer which renders spheres with specular and transmitted rays and hard shadows but no antialiasing. The scene is compiled in, and the picture is output to stdout. Speed is no object. The winner will be the shortest C program which produces the "correct" output, where shortest is measured by the number of tokens after the C preprocessor. Deadline was 15 June 87. I received entries from five people, some of whom sent two versions. The entries I received all passed my validation tests and they were all quite clever. Joe Cychosz of Purdue won first place with an incredibly minimal program of just 916 tokens. PLACE #TOKENS..AUTHOR....NOTES . *** GENUINE ENTRIES *** 1. 916..Joe Cychosz, Purdue ..(compiler-dependent) 1a. 932..Joe Cychosz, Purdue..(portable) 2. 956..Darwyn Peachey, Saskatchewan.(portable) 3. 981..Michel Burgess, Montreal.(portable) 4.1003..Greg Ward, Berkeley..(portable) . *** HONORABLE MENTIONS *** c1. 10..Tony Apodaca, Pixar..(cheater) c2. 66..Greg Ward, Berkeley..(cheater) Interestingly, the entries had nearly identical modularization into six subroutines: main, trace, intersect-sphere, vector-normalize, vector-add, and dot-product. One person, Greg Ward, cleverly exploited a loophole in my rules which allowed arbitrarily long character strings to count as a single token, and submitted a program which writes a source file, compiles it, and runs it! Tony Apodaca used a different cheat: hiding the real program in an unused part of the source file and compiling and running that program with a single call to system(). His program is about as minimal as you can get: 10 tokens. Programs from each of the entrants are included below. So what did we learn from all this? The first thing I learned is that there are a lot more dilettantes in comp.graphics than real hackers. Various people offered thoughts on why the turnout was sparse: "The unwashed might think that the task is too difficult and the cognoscenti might think `I know I could do it, but it's too much trouble just for a contest.'" "We're all busy with previous hacking commitments." "Now if you had a `Get a job at Pixar Ray Tracer Contest', then I might be motivated to enter." But one person obviously missed the spirit of the contest (and perhaps of life itself): "For an up-front payment of $5000 and a 12% royalty on any sales of the product, I will consider submitting an entry. My lawyers are Hughes, Gumaer, Bedolla and Diener of Santa Clara; please have your lawyers contact them regarding contractual terms." Those who entered the contest also learned some repulsive C coding tricks: * color = point: "struct {float r, g, b;}" -> "struct {float x, y, z;}" * pass structures (not just pointers to structs) to allow vector expressions * use global variables for return values * no optimizations: trace specular and transmitted rays even if coeff=0! * reuse variables! * "for (i=0; i "i = n; while (i--)" * merge x and y loops into one (see joe.c) * assume statics are initialized to 0 * "&sph[i]" -> "sph+i" * choose just the right set of utility routines * creative use of commas, e.g.: "if (a) {b;c;}" --> "if (a) b,c;" * move assignments into expressions: "b = vdot(D, U = vcomb(-1., P, s->cen))" cheats (non-portable C): * eliminate semicolons in struct def: "struct {int a;}" -> "struct {int a}" * assume right-to-left argument evaluation order winner of the most shocking cheat award, a little gem by Joe Cychosz: * "printf("%f %f %f\n", pt.x, pt.y, pt.z);" --> "printf("%f %f %f\n", pt);" Since Joe Cychosz said this was only his second C program(!), I asked him how he managed to do so well. Excerpts of his response: "My thesis work is `Global Ray Tracing in a Vector Processing Environment.' ... My primary program language is FORTRAN and COMPASS (CDC assembly) for the CYBER 205 and the CYBER 800s ... This is an interesting way to learn C. I spent the weekend looking through Kernighan & Ritchie trying to determine if what I wanted to do was legal C ... Finally, ... Kirk Smith found 12 tokens while we were sitting in a bar..." But if you were expecting a useful ray tracing program out of this, a warning: As one would expect of any "minimal" program, the winning program is cryptic, "tense", inefficient, unmaintainable, and nearly useless, except as a source of C coding tricks. Remember all the limitations of this contest: no antialiasing, spheres only, a bizarre shading model, and i/o formats out of the neanderthal age. So don't be surprised that the program is slow and the output contoured and jaggy. If you want a good ray tracer, start from scratch! I'd like to thank everyone who participated in the contest, especially Darwyn Peachey, who helped me debug the rules, and Paul Haeberli, who hatched this wacky idea with me. Let's see some more programming contests here, eh? Paul Heckbert Pixar....415-499-3600 P.O. Box 13719...UUCP: {sun,ucbvax}!pixar!ph San Rafael, CA 94913..ARPA: ph%pixar.uucp@ucbvax.berkeley.edu ---- The header files for three test scenes are included below along with five different ray tracers. To compile and run one of these entries, run, e.g.: .cp test1.h ray.h .cc -o joe joe.c -lm Please MAIL any minimizations of these programs to me and I'll post to the net. ---- # to unpack, cut here and run the following through sh # shell archive of joe.c darwyn.c michel.c tony.c greg.c test1.h test2.h test3.h # cat <<'EOF27903' >joe.c /*.ray.c - Minimal ray tracing program.....*/ /*.........*/ /*.Joe Cychosz.......*/ /*.........*/ /*.work:.Purdue University CADLAB /....*/ /*..Control Data Corporation....*/ /*..Potter Engineering Center....*/ /*..W. Lafayette, IN 47907.....*/ /*.........*/ /*.phone:.(317) 494-5944......*/ /*.........*/ /*.arpa:.3ksnn64@pb.ecn.purdue.edu....*/ /*.uucp:.pur-ee!3ksnn64......*/ /*.........*/ /*.experience: 13 years programing,....*/ /*.. this is my second C program....*/ /*.........*/ /*.strategy:.......*/ /*..1) Express shading calculations as functions...*/ /*..2) All vector expressions are vector triads (a + b*s).*/ /*..3) Do a critical path analysis of variables and map to */ /*.. temporarys with #define's. This keeps the code .*/ /*.. readable.......*/ /*..4) Have Kirk Smith find 14 more tokens...*/ /*..5) This version is machine/compiler dependent in that.*/ /*.. it assumes function parameters are evaluated from.*/ /*.. right to left......*/ typedef.struct.{ double x, y, z; ..} vector; typedef.struct.{ vector center,./* center coordinate..*/ ... color;../* surface color..*/ .. double radius,./* radius...*/ ... kd,../* diffuse coefficient..*/ ... ks,../* coefficient of reflection.*/ ... kt,../* coefficient of transmission.*/ ... kl,../* light source intensity.*/ ... ir;../* index of refraction..*/ ..} sphere; #define.SPHERE.sphere spheres[]./* "The Sceen"...*/ #define AMBIENT.vector ambint../* ambient light color..*/ #define PINF.100000000.../* positive infinity..*/ #define PINF2.200000000.../* second positive infinity.*/ #define EPS.0.001.../* used to detect self-intersect*/ /*.include file defining the sceen and viewing parameters..*/ #include."ray.h" /*.global variables..*/ double.sqrt(), tan(),.../* math functions from .*/ .dist,..../* distance to closest sphere.*/ .size2 = SIZE/2,.../* SIZE / 2...*/ .s0, s1, s2;.../* temporary scalars..*/ vector.origin,..../* eye location and zeros.*/ .c,..../* direction cosine of pixel ray*/ ...../* and pixel color..*/ .v0, v1;..../* temporary vectors..*/ sphere.*sph,..../* closest sphere, = 0 if null.*/ .*s;..../* intsph - current sphere.*/ /*.basic math routines......*/ double.dot (a,b)../* compute dot product..(a.b).*/ vector.a, b; { .return a.x*b.x + a.y*b.y + a.z*b.z ; } vector.vaddm (a,b,s)../* compute vector triad..(a+b*s).*/ vector.a, b; double.s; { .a.x += b.x * s; .a.y += b.y * s; .a.z += b.z * s; .return a ; } vector.unitize (a)../* normalize vector..(a/|a|).*/ vector.a; { .return vaddm ( origin, a, 1.0/sqrt(dot(a,a)) ) ; } .intsph (base,cosine) vector.base,.../* base of the ray ...*/ .cosine;.../* direction cosines for the ray.*/ { #define.d.v0 #define.bsq.s0 #define.disc.s1 #define root.s2../* distance to intersected sphere.*/ .dist = PINF;../* closest sphere is at infinity.*/ .sph = 0;../* default to no sphere intersected.*/ .for (s = spheres; s < spheres+NSPHERE; s++) . bsq = - dot (d = vaddm(base,s->center,-1.),cosine), . disc = bsq*bsq - dot (d,d) + s->radius*s->radius, . disc = disc > 0. ? sqrt(disc) : PINF2, . root = bsq - disc, . root = root < EPS ? bsq + disc : root, . dist = root > EPS && root < dist ? sph = s, root : dist .; } vector.shade (base,cosine,depth) vector.base,.../* base of the ray ...*/ .cosine;.../* directoin cosines for the ray.*/ /*int.depth;.../* depth in the shade tree..*/ { .sphere.*p,../* visible sphere for the ray..*/ ..*light =./* current light source for shadow tests*/ .. spheres; .vector.hitpt,../* hit point on the visible sphere.*/ ..norm,../* surface normal in direction of ray.*/ ..sint;../* diffuse illumination intensity.*/ .double.n12,../* relative index of refraction..*/ ..costh; #define a.v0 #define.scos.v1../* direction cosine for shadow ray.*/ #define.q.s0../* N.L shading term...*/ #define kf.s1 .if (!depth) return origin ; .intsph (base,cosine); .if (p = sph) { . costh = - dot (cosine, ... norm = unitize(vaddm( .... hitpt = vaddm(base,cosine,dist), .... p->center,-1.)) .. ); . n12 = 1. / p->ir; . if (costh < 0.) ../* if ray originates from within*/ ..norm = vaddm(origin,norm,-1.), n12 = p->ir, costh = -costh ..; . sint = ambint; ../* initial intensity = ambient.*/ . while ( light < spheres+NSPHERE ) . ..intsph (hitpt, ...scos = unitize(vaddm(light->center,hitpt,-1.)) .. ), ..q = dot (norm,scos), ..sint = vaddm (sint,sph->color, ... sph == light++ && q > 0. ? sph->kl*q : 0.) . ; . kf = 1.0 - n12*n12 * dot(a, ..... a = vaddm (cosine,norm,costh) .....); /*. evaluate the shading function....*/ /*.........*/ /*..cs = shade (hitpt,R,--depth) ;..reflected ray.*/ /*..ct = shade (hitpt,T, depth) ;..refracted ray.*/ /*.........*/ /*..c = p->kd * p->color * (ambint + shadow) +..*/ /*.. p->ks * cs + p->kt * ct + p->kl * p->color ;.*/ . . sint.x *= p->color.x; . sint.y *= p->color.y; . sint.z *= p->color.z; . depth--; . return.../* yep folks, it's all here.*/ . vaddm(vaddm(vaddm(vaddm( .. origin,sint, .. p->kd) .., .. shade(hitpt, .. vaddm(cosine,norm,2.*costh), ... depth), .. p->ks) .., .. kf > 0. ? shade(hitpt, . .. vaddm(vaddm(origin,norm,-sqrt(kf)),a,n12), ... depth) : origin, .. p->kt) .., ..p->color,p->kl) ..; .} else . return ambint ; } main (argc) /*.int.argc;.../* pixel number ..*/ { .argc = 0; .printf ("%d %d\n", SIZE, SIZE); .while ( argc < SIZE*SIZE ) . c.x = argc % SIZE - size2, . c.y = size2 / tan( AOV / 114.59166 ), . c.z = size2 - argc++ / SIZE, . c = vaddm (origin, shade (origin,unitize(c),DEPTH), 255.), . printf ("%.0f %.0f %.0f\n", c) .; }./* send laywers, guns, and money, get me out of this.....*/ EOF27903 cat <<'EOF27904' >darwyn.c /* * Short ray tracer written with the goal of minimizing the total number * of C tokens after processing by cpp. For Paul Heckbert's contest, * May/June 1987. WARNING: this style of coding results in increasing * execution time because the simplest brute force algorithms are used. * Maintenance of the code is harder than it should be for a program * of this size, because of the nasty coding style. * * I have 16 years of programming experience, including * 12 years in C, but I'm afraid it doesn't show in this program. * * Darwyn Peachey, University of Saskatchewan, Dept. of Computational Science. * (306) 966-4909 peachey@sask.uucp peacheyd@sask.bitnet * * This is the 956 token version of 13-Jun-87. */ #define PI360 8.7266462599716e-3 /* PI/360 */ #define INFINITY 1e30 #define EPSILON 1e-6 typedef struct { double x, y, z } triple; typedef struct { triple ctr, color; /* center and RGB coeffs of sphere */ double radius, kd, ks, kt, kl, ir } sphere; #define SPHERE sphere sph[] #define AMBIENT triple v, zero, ambient #include "ray.h" double tan(), sqrt(), tmin, a, b, t; /* int */ row, col, half = SIZE/2; /* row initialized to 0 */ triple combine(v1, a, v2) triple v1, v2; double a; { v2.x += a * v1.x; v2.y += a * v1.y; v2.z += a * v1.z; return v2; } double dot(v1, v2) triple v1, v2; { return v1.x*v2.x + v1.y*v2.y + v1.z*v2.z; } triple norm(vec) triple vec; { return combine(vec, 1/sqrt(dot(vec,vec)), zero); } /* * Intersect and trace use the same global variable, tmin. */ sphere * intersect(rayorg, rayvec) triple rayorg, rayvec; { sphere *sp, *which = 0; tmin = INFINITY; for (sp = sph; sp < sph+NSPHERE; sp++) { /* determine coefficients of quadratic equation */ /* at^2 + bt + c = 0 */ a = dot(rayvec, rayvec); v = combine(sp->ctr, -1.0, rayorg); b = 2 * dot(rayvec, v); /* discriminant: b*b - 4*a*c */ t = b*b - 4*a*(dot(v,v) - sp->radius*sp->radius); /* find (closest) root if any */ if (t > EPSILON) { /* there are two real roots */ t = sqrt(t); t = 0.5 * ((-b > t + EPSILON ? -t : t) - b)/a; if (t > EPSILON && t < tmin) which = sp, tmin = t; } } return which; } triple trace(N, rayvec, depth, inside) triple N, rayvec; /* N used for ray origin & normal vec */ { triple loc, dir, color; sphere *which, *sp; double rcos1, rcos2, n; if (depth > DEPTH) return zero; if (which = intersect(N, rayvec)) { /* having found best "t" value, compute location and normal */ N = combine(norm(combine(which->ctr, -1.0, loc = combine(rayvec, tmin, N))), inside ? -1.0 : 1.0, zero); /* do shading calculations, and fire subrays as necessary */ color = ambient; /* accumulate illumination in color */ for (sp = sph; sp < sph+NSPHERE; sp++) if ((n = dot(N, dir = norm(combine(loc, -1.0, sp->ctr)))) > 0.0 && intersect(loc, dir) == sp) color = combine(sp->color, n*sp->kl, color); /* color is now the total ambient + direct lighting */ color.x *= which->color.x * which->kd; color.y *= which->color.y * which->kd; color.z *= which->color.z * which->kd; rcos1 = -dot(N, rayvec); n = inside ? which->ir : 1/which->ir; rcos2 = 1 - n*n * (1 - rcos1*rcos1); return combine( /* refracted color */ rcos2 > EPSILON ? trace(loc, combine(rayvec, n, combine(N, n * rcos1 - sqrt(rcos2), zero)), depth+1, !inside) : zero, which->kt, /* reflected color */ combine(trace(loc,combine(N,2 * rcos1,rayvec), depth+1, inside), which->ks, /* luminance + diffuse color */ combine(which->color, which->kl, color))); } return ambient; } main() { printf("%d %d\n", SIZE, SIZE); while (col = 0,row++ < SIZE) while (col < SIZE) v.x = col++ - half, v.y = half / tan(AOV * PI360), v.z = half - row + 1, v = trace(zero, norm(v), 1, 0), printf("%.0f %.0f %.0f\n", v.x*255, v.y*255, v.z*255); } EOF27904 cat <<'EOF27905' >michel.c /* = MINIMAL RAY TRACER PROGRAMMING CONTEST ENTRY = = By : Michel Burgess = 6750, rue St-Denis = Montreal(Quebec) = Canada H2S 2S2 = = Email: CDNnet : mira1@iro.udem.cdn = CSNET : mira1%iro.udem.cdn@ubc.csnet = UUCP : ...!seismo!utgpu!utai!musocs!mcgill-vision!iros1!burgess = ...!iros1!babin = = Years programming : 9 (recently finished a M.Sc. C.S. Universite de Montreal) = = Notes : This program is barely readable due to compacting. = Reduced to fit in 80 columns. = It is based on a program written by Turner Whitted, that raytraces = quadric surfaces. ( picked it up at siggraph ). = It uses a few defines for lisibility ( some variables are reused to = save tokens). = everything declared as double (floats,ints,shorts). = Extensive use of affectations within if()s. = AddMul(v1,r,V2) = V1 + r*V2 , cuts on declaring Add Sub and Mul = for Vector Arithmethics. = Vectors and Colors are declared the same e.g. Vector. = -this causes problems on my SUN 3/50 = This program compiles and links with no problems on my VAX 780 VMS. = I Can't find a Vax with 4.3 bsd on my network. = */ #define NULL 0 #define HUGEREAL 1e10 /* why not */ #define cmino vPrime /* center of sphere minus origin of ray */ #define dist coeff /* distance from origin to sphere */ #define Kf coeff /* refraction coefficient */ #define Dot t /* Dot product of incident ray and surface normal */ #define VplusN direction /* Vprime pls normal cf Whitted's article */ #define neworigin origin /* origin of reflected and refracted ray */ #define AMBIENT Vector Ambient #define SPHERE Spheres sph[NSPHERE] typedef struct { double x,y,z ; } Vector; typedef struct { Vector center, color; double radius, kd, ks, kt, kL, ir; } Spheres; #include "ray.h" Spheres *spo = sph+NSPHERE ; double halfSIZE = SIZE/2., level, lecos, sqrt(), tan(); Vector zeros, root, eyedir; /* addmul compacts add mul sub div within one function */ Vector addmul(v1,r,v2) Vector v1,v2; double r; { v1.x += r * v2.x; v1.y += r * v2.y; v1.z += r * v2.z; return v1; } /* scalar or dot product of 2 vectors */ double sc(v1,v2) Vector v1,v2; { return v1.x*v2.x+v1.y*v2.y+v1.z*v2.z; } /* rayHit : main recursive routine, does the hitting and shading of rays. */ Vector rayHit(pSph,origin,direction,normal) Spheres *pSph; Vector origin,direction,normal; { Spheres *current,*spn; Vector vPrime,Couleur; double t = HUGEREAL, coeff; direction=addmul(zeros, 1.0/sqrt(sc( direction ,direction)),direction); for ( current=sph ; current < sph+NSPHERE ; current++) if(( lecos=sc((cmino=addmul(current->center,-1.,origin)), direction)) >0.0 && ( coeff= lecos*lecos + current->radius*current->radius - sc(cmino,cmino)) > 0.0 ) if((dist = pSph==current ? lecos+sqrt(coeff):lecos-sqrt(coeff))< t) { t = dist; spn = current; } Couleur=Ambient; if ( spo != sph+NSPHERE ) return addmul(zeros,((t = spn->kL*sc(direction,normal))>=0. && spn==spo ?t:0.),spn->color); if ( t < HUGEREAL ) { neworigin = addmul( origin , t,direction); normal= addmul(zeros,1./spn->radius,addmul(neworigin ,-1., spn->center)); Dot = sc( normal, direction); if ( Dot < 0.0 ) Dot = -Dot; else normal= addmul(zeros,-1.,normal); for (spo=sph ; spo < sph+NSPHERE ; spo++) Couleur = addmul(Couleur,1.,rayHit( spn,neworigin, addmul(spo->center,-1.,neworigin),normal)); vPrime = addmul(zeros,spn->kd,spn->color); Couleur.x *= vPrime.x; Couleur.y *= vPrime.y; Couleur.z *= vPrime.z; if ( ++level < DEPTH && Dot > 0.001) { vPrime = addmul(zeros,1./Dot, direction ); Couleur=addmul(Couleur,spn->ks,rayHit(spn,neworigin, addmul(vPrime, 2.0 ,normal),zeros)); VplusN = addmul( vPrime , 1.,normal); coeff = pSph == spn ? 1.0/spn->ir : spn->ir; if((coeff = coeff*coeff*sc(vPrime,vPrime)-sc(VplusN,VplusN)) > 0.0 ) Couleur = addmul( Couleur, spn->kt, rayHit(spn,neworigin, addmul(addmul(zeros, 1.0/sqrt(coeff), VplusN),-1. ,normal),normal)); } level--; Couleur=addmul(Couleur , spn->kL , spn->color); } return Couleur; } main() { printf("%d %d\n",SIZE,SIZE); eyedir.y = halfSIZE / tan( AOV*0.008726646 ); for ( eyedir.z = halfSIZE; eyedir.z > -halfSIZE ; eyedir.z-- ) for (eyedir.x = -halfSIZE ; eyedir.x < halfSIZE ; printf("%d %d %d\n",(int)root.x,(int)root.y,(int)root.z),eyedir.x++) if ( DEPTH ) root = addmul(zeros,255.,rayHit(NULL,zeros,eyedir,zeros)); } EOF27905 cat <<'EOF27906' >tony.c /* * THE minimal ray tracer (or any other program): 10 tokens. * Tony Apodaca, Pixar */ #ifdef TRACER main() { printf("trace them rays!\n"); /* insert your favorite ray tracer here */ } #else main() { system("cc -DTRACER -o tmp tony.c -lm; tmp; rm tmp"); } #endif EOF27906 cat <<'EOF27907' >greg.c /* * ray.c - cheater's entry to minimal ray-tracing contest. * *.6/10/87 *.Gregory J. Ward *.greg@lbl-csam.arpa *.Lawrence Berkeley Lab *.1 Cyclotron Rd. 90-3111 *.Berkeley, CA 94720 *.(415) 486-4757 *.3 years programming in C, a lifetime of cheating... */ main() { char *fopen(), *fp = fopen("/tmp/temp.c", "w"); fputs("typedef double VECT[3];\n#define AMBIENT VECT ambient\n#define SPHERE struct sphere {VECT cent, col; double rad, kd, ks, kt, kl, ir;} sph[NSPHERE]\n#include \"ray.h\"\n", fp); fputs("struct ray{VECT org,dir,col;struct sphere*target;}pri;double tan(),sqrt();double dot(v1,v2)VECT v1,v2;{return*v1**v2+v1[1]*v2[1]+v1[2]*v2[2];}main(){int x,y= -1;printf(\"%d %d\\n\",SIZE,SIZE);while(x= -1,++ycol,24);if(!depth--)return;d3=sqrt(dot(r->dir,r->dir));i=3;while(i--)r->dir[i]/=d3;s=sph+NSPHERE;while(s-->sph){bcopy(s->cent,norm,24);vsum(norm,r->org,-1.0);d1=dot(norm,r->dir);d3=s->rad*s->rad+d1*d1-dot(norm,norm);if(d3<0.0)continue;d3=sqrt(d3);d3=d1-d3>1e-7?d1-d3:d1+d3;if(d3>1e-7&&d3target){if(rs!=r->target)return;}else{vsum(r->col,ambient,1.0);if(!rs)return;i=3;while(i--)norm[i]=((dau.org[i]=r->org[i]+r->dir[i]*rt)-rs->cent[i])/rs->rad;", fp ); fputs("if(rs->kd!=0.0){s=sph+NSPHERE;while(s-->sph){if(s->kl==0.0)continue;dau.target=s;bcopy(s->cent,dau.dir,24);vsum(dau.dir,dau.org,-1.0);rayval(&dau,1);d1=dot(dau.dir,norm);if(d1>0.0)vsum(r->col,dau.col,d1);}}i=3;while(i--)r->col[i]*=rs->kd*rs->col[i];dau.target=0;d1= -dot(r->dir,norm);if(rs->ks!=0.0){bcopy(r->dir,dau.dir,24);vsum(dau.dir,norm,2.0*d1);rayval(&dau,depth);vsum(r->col,dau.col,rs->ks);}if(rs->kt!=0.0){d3=d1>0.0?1.0/rs->ir:rs->ir;d2=1.0-d3*d3*(1.0-d1*d1);if(d2>0.0){d2=sqrt(d2);if(d1>0.0", f p); fputs(")d2= -d2;bzero(dau.dir,24);vsum(dau.dir,r->dir,d3);vsum(dau.dir,norm,d3*d1+d2);rayval(&dau,depth);vsum(r->col,dau.col,rs->kt);}}}vsum(r->col,rs->col,rs->kl);}vsum(v1,v2,s)VECT v1,v2;double s;{int i=3;while(i--)*v1+++= *v2++*s;}", fp); fclose(fp); system("cc -o /tmp/temp -I. /tmp/temp.c -lm;/tmp/temp"); } EOF27907 cat <<'EOF27908' >test1.h /* ray.h for test1, first test scene */ #define DEPTH 3../* max ray tree depth */ #define SIZE 32../* resolution of picture in x and y */ #define AOV 25../* total angle of view in degrees */ #define NSPHERE 5./* number of spheres */ AMBIENT = {.02, .02, .02};./* ambient light color */ /* sphere: x y z r g b rad kd ks kt kl ir */ SPHERE = { 0., 6., .5, 1., 1., 1., .9, .05, .2, .85, 0., 1.7, -1., 8., -.5, 1., .5, .2, 1., .7, .3, 0., .05, 1.2, 1., 8., -.5, .1, .8, .8, 1., .3, .7, 0., 0., 1.2, 3., -6., 15., 1., .8, 1., 7., 0., 0., 0., .6, 1.5, -3., -3., 12., .8, 1., 1., 5., 0., 0., 0., .5, 1.5, }; EOF27908 cat <<'EOF27909' >test2.h /* ray.h for test2, second test scene */ #define DEPTH 4../* max ray tree depth */ #define SIZE 32../* resolution of picture in x and y */ #define AOV 30../* total angle of view in degrees */ #define NSPHERE 3./* number of spheres */ AMBIENT = {.04, .02, .02};./* ambient light color */ /* sphere: x y z r g b rad kd ks kt kl ir */ SPHERE = { -.15, 5., 0., 1., 1., 1., 1., 0., .2, .9, .02, 1.1, 1., 8., .3, .7, 1., .2, 1., .8, .2, 0., 0., 1.5, -3., -3., 4., 1., 1., 1., 4., 0., 0., 0., 1., 1.1, }; EOF27909 cat <<'EOF27910' >test3.h /* ray.h for test3, third test scene */ #define DEPTH 3../* max ray tree depth */ #define SIZE 31../* resolution of picture in x and y */ #define AOV 15../* total angle of view in degrees */ #define NSPHERE 7./* number of spheres */ AMBIENT = {.05, .05, .05};./* ambient light color */ /* sphere: x y z r g b rad kd ks kt kl ir */ SPHERE = { .75, 4., 0., 1., 1., 1., .5, .2, .8, 0., 0., 1.2, .65, 6., 0., .9, .2, .9, .5, 0., .2, .9, .05, 1.2, .55, 8., 0., .2, .7, .6, .5, .6, .4, 0., 0., 1.2, -.75, 4., 0., .7, .3, .3, .5, .1, .3, .7, 0., 1.4, -.65, 6., 0., 1., .8, .1, .5, .2, .8, 0., 0., 1.2, -.55, 8., 0., 0., 0., 1., .5, .5, .5, 0., 0., 1.2, 0., 0., 3., 1., 1., 1., 2., 0., 0., 0., 1., 1.1, }; EOF27910 exit