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<body>
<h1>Yocto/Raytrace: Tiny Raytracer</h1>
<p>In this homework, you will learn the basic of image synthesis by
implementing a simple naive path tracer. In particular, you will
learn how to </p>
<ul>
<li>setup camera and image synthesis loops,</li>
<li>usa ray-intersection queries,</li>
<li>write simple shaders,</li>
<li>write a naive path tracer with simple sampling.</li>
</ul>
<h2>Framework</h2>
<p>The code uses the library <a href="https://github.com/xelatihy/yocto-gl">Yocto/GL</a>,
that is included in this project in the directory <code>yocto</code>.
We suggest to consult the documentation for the library that you can find
at the beginning of the header files. Also, since the library is getting improved
during the duration of the course, se suggest that you star it and watch it
on Github, so that you can notified as improvements are made.
In particular, we will use</p>
<ul>
<li><strong>yocto_math.h</strong>: collection of math functions</li>
<li><strong>yocto_image.{h,cpp}</strong>: image data structure and image loading and saving </li>
<li><strong>yocto_commonio.h</strong>: helpers for writing command line apps</li>
<li><strong>yocto_gui.{h,cpp}</strong>: helpers for writing simple GUIs</li>
</ul>
<p>In order to compile the code, you have to install
<a href="https://apps.apple.com/it/app/xcode/id497799835?mt=12">Xcode</a>
on OsX, <a href="https://visualstudio.microsoft.com/it/vs/">Visual Studio 2019</a> on Windows,
or a modern version of gcc or clang on Linux,
together with the tools <a href="www.cmake.org">cmake</a> and <a href="https://ninja-build.org">ninja</a>.
The script <code>scripts/build.sh</code> will perform a simple build on OsX.
As discussed in class, we prefer to use
<a href="https://code.visualstudio.com">Visual Studio Code</a>, with
<a href="https://marketplace.visualstudio.com/items?itemName=ms-vscode.cpptools">C/C++</a> and
<a href="https://marketplace.visualstudio.com/items?itemName=ms-vscode.cmake-tools">CMake Tools</a>
extensions, that we have configured to use for this course.</p>
<p>You will write your code in the file <code>yocto_raytrace.cpp</code> for functions that
are declared in <code>yocto_raytrace.h</code>. Your renderer is callsed by <code>yscenetrace.cpp</code>
for a command-line interface and <code>ysceneitraces.cpp</code> that show a simple
user interface.</p>
<p>This repository also contains tests that are executed from the command line
as shown in <code>run.sh</code>. The rendered images are saved in the <code>out/</code> directory.
The results should match the ones in the directory <code>check/</code>.</p>
<h2>Functionality</h2>
<p>In this homework you will implement the following features:</p>
<ul>
<li><strong>Main Rendering Loop</strong> in function <code>trace_samples()</code>:<ul>
<li>implement the main rendering loop considering only 1 sample (the loop over
samples in done in the apps)</li>
<li>from the slides this is like the progressive rendering loop but only one
sample</li>
<li>update the accumulation buffer, number of samples and final image for each
pixel of the <code>state</code> object</li>
<li>use <code>get_trace_shader_func()</code> to get the shader from the options</li>
<li>implement both a simple loop over pixel and a parallel one, as shown in code</li>
<li>for each returns value from the shader, clamp its color if above <code>params.clamp</code></li>
</ul>
</li>
<li><strong>Color Shader</strong> in function <code>trace_color()</code>:<ul>
<li>implement a shader that check for intersection and returns the material color</li>
<li>use <code>intersect_scene_bvh()</code> for intersection</li>
</ul>
</li>
<li><strong>Normal Shader</strong> in function <code>trace_normal()</code>:<ul>
<li>implement a shader that check for intersection and returns the normal as a
color, with a scale and offset of 0.5 each</li>
<li>implement <code>eval_normal()</code> for this</li>
</ul>
</li>
<li><strong>Texcoord Shader</strong> in function <code>trace_texcoord()</code>:<ul>
<li>implement a shader that check for intersection and returns the texture <br />
coordinates as color in the red-green channels; use <code>fmod()</code> to force them
in the [0, 1] range</li>
<li>implement <code>eval_texcoord()</code> for this</li>
</ul>
</li>
<li><strong>Eyelight Shader</strong> in function <code>trace_eyelight()</code>:<ul>
<li>implement a simple shader that compute diffuse lighting from the camera
center as in the slides</li>
<li>use <code>eval_normal()</code> for this</li>
</ul>
</li>
<li><strong>Raytrace Shader</strong> in function <code>trace_raytrace()</code>:<ul>
<li>implement a shader that simulates illumination for a variety of materials
structured following the steps in the lecture notes</li>
<li>implement environment lookup in <code>eval_environment()</code></li>
<li>get position, normal and texcoords; correct normals for lines</li>
<li>get material values by multiply material constants and textures, evaluated
using <code>eval_texture()</code> that you have to implement</li>
<li>implement polished transmission, polished metals, rough metals,
rough plastic, and matte shading in hte order described in the slides</li>
<li>you can use any function from Yocto/Math such as <code>math::fresnel_schlick()</code>,
<code>math::microfacet_distribution()</code> and <code>math::microfacet_shadowing()</code> </li>
</ul>
</li>
</ul>
<h2>Extra Credit</h2>
<p>Implement refraction using <code>refract()</code> for the direction, <code>reflectivity_to_eta()</code>
to get the index of refraction from reflectivity (0.04), and remembering to
invert the index of refraction when leaving a surface.</p>
<h2>Submission</h2>
<p>To submit the homework, you need to pack a ZIP file that contains the code
you write and the images it generates, i.e. the ZIP <em>with only the
<code>yocto_raytrace/</code> and <code>out/</code> directories</em>.
The file should be called <code><numero_di_matricola>.zip</code> and you should exclude
all other directories. Send it on Google Classroom.</p>
</body>
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