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https://github.com/ttsiodras/renderer
My software-only 3D renderer and raytracer (aka "TTSIOD renderer")
https://github.com/ttsiodras/renderer
Last synced: 4 days ago
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My software-only 3D renderer and raytracer (aka "TTSIOD renderer")
- Host: GitHub
- URL: https://github.com/ttsiodras/renderer
- Owner: ttsiodras
- License: gpl-3.0
- Created: 2012-09-30T09:49:32.000Z (about 12 years ago)
- Default Branch: master
- Last Pushed: 2023-11-19T10:43:54.000Z (about 1 year ago)
- Last Synced: 2023-11-19T11:29:00.427Z (about 1 year ago)
- Language: C++
- Homepage: https://www.thanassis.space/renderer.html
- Size: 4.72 MB
- Stars: 163
- Watchers: 14
- Forks: 37
- Open Issues: 0
-
Metadata Files:
- Readme: README
- Changelog: ChangeLog
- License: COPYING
Awesome Lists containing this project
README
![Generated in the renderer's raytracing mode, with reflections and refractions enabled.](https://www.thanassis.space/chessRefraction.jpg "Generated in the renderer's raytracing mode, with reflections and refractions enabled.")
*Screenshots, official tarballs, etc available at [main renderer page](https://www.thanassis.space/renderer.html)*
## Introduction
This package allows interactive 3D visualization of triangle meshes.
It contains the source code for a straightforward implementation of
basic principles in polygon-related graphics theory. You can use these
sources to familiarize yourself with:- 3D transformations
- Gouraud shading (complete Phong lighting per vertex)
- Phong shading (complete Phong lighting per pixel)
- Z-buffering
- Shadow mapping (with soft shadows)
- Raytracing, with shadows and reflections and anti-aliasing
- Portable display and keyboard handling through SDL.The sources include support for OpenMP and Intel Threading Building
Blocks, so they take advantage of multi-core CPUs and execute faster.The supported 3D formats are:
- .3ds, the well known 3D Studio format (via lib3ds), and...
- .tri, a simple binary dump of vertex and triangle data.
- .ply (partial support, for 3D objects saved from shadevis)The code is orchestrated with autoconf/automake, so it compiles and
runs cleanly on many platforms (tested on Linux/x86, Linux/amd64-em64t,
Windows/x86 (MinGW), FreeBSD/amd64, Mac OS/X and OpenBSD/amd64).
For Windows/MSVC users, a separate VisualC/ directory includes
an MSVC solution, created with the free Visual C++ 2008 Express
Edition (configured to use Intel Threading Building Blocks).The sources are available under the GNU license (read COPYING
for details).This is more or less a reference implementation. I wanted to write my
polygon rendering code in as clear a manner as possible, and to also
add support for shadow mapping and real phong shading. The code uses
floating point almost everywhere, and calculates the complete lighting
equation per pixel. When I first wrote this (late 2003), it was far from
real-time... Then again, as of 2007, a Core2Duo can render the train
object (see 3D-Objects folder) in soft-shadows mode at around 32fps
(under Debian64 with Intel Threading Building Blocks). And since
OpenMP/TBB will automatically use as many cores as are available,
the multi-core future seems... interesting :-)## Compiling
### Common configuration:
Edit src/Defines.h to change:
- window size
- Ambient, Diffuse and Specular levelsEdit top of src/Raytracer.cc to change:
- Whether Reflections are on (default:on)
- Whether Refractions are on (default:off)
- Whether Ambient Occlusion is on (default:off)
- also: parameters of the above### For Windows/MSVC users:
Just open the project solution (under VisualC/) and compile for
Release mode. It is configured to use Intel TBB for multithreading,
since Microsoft decided to omit OpenMP support from the free version
of its compiler (Visual C++ 2008 Express Edition). All dependencies
(includes and libraries for SDL and TBB) are pre-packaged under the
"VisualC" folder, so compilation is as easy as it can get.When the binary is built, right-click on "Renderer-2.x" in the
Solution explorer, and select "Properties". Click on
"Configuration Properties/Debugging", and enter.....\..\3D-Objects\chessboard.tri
...inside the "Command Arguments" text box. Click on OK, hit Ctrl-F5,
and you should be seeing the chessboard spinning. Use the controls
described below (in the KEYS section) to fly around the object.The compilation options are set for maximum optimization, using
SSE2 instructions.If you have the commercial version of the compiler (which supports
OpenMP) you can switch from TBB to OpenMP:1. "Configuration Properties - C/C++ - Language - OpenMP:
(Set To Yes)
2. "Configuration Properties - Preprocessor - Definitions:
(Change USE_TBB to USE_OPENMP)...and simply recompile.
### For everybody else (Linux, BSDs, Mac OS/X, etc):
If you don't have SDL installed, download it and install it first
(http://www.sdl.org). It is required for portable display and keyboard
handling. I used SDL version 1.2.5 but older versions of the library
should also work just as well. If you use any of the Linux distros and
install SDL from packages, make sure you also install the SDL
development packages (that is, the SDL header files and libraries);
so e.g. for Debian...$ sudo apt-get install libsdl1.2-dev
The renderer includes the sources for lib3ds-1.3.0, so you don't
need to do anything about lib3ds.Optionally, if you have a multicore/multi-CPU machine and you want to
take advantage of your extra cores, you must either have GCC >= 4.3.2
(which correctly supports OpenMP) or Intel Threading Building Blocks
(http://www.threadingbuildingblocks.org) installed.Executive summary:
./configure
makeIf you want to disable the special "snapshot" mode for the raytracer
(i.e. if you have such a fast machine that you can "fly" even during
raytracing) then add the --disable-brakes option to configure:./configure --disable-brakes
makeYou can enable Intel's Morphological antialiasing using --enable-mlaa.
Note that it depends on Intel's SSE instructions.You can control the compilation by passing your own compiler
flags to 'configure'. For any machine with e.g. SSE2 instructions,
instead of plain './configure' use:CXXFLAGS="-O3 -mfpmath=sse -mtune=native -msse -msse2 -mrecip -mstackrealign" ./configure
Compiling with Intel's compiler may also help (on my machine it speeds up
rendering by 25% compared to the best result with GCC). Just edit and
use the two build scripts in the contrib/ directory (i.e. fix the TBB
and ICPC paths and run them).## Running
After a successful make, you can perform a quick benchmark for
comparison with other machines...cd 3D-Objects
../src/renderer -b chessboard.tri...or simply enjoy "flying" around the object with:
cd 3D-Objects
../src/renderer chessboard.triYou will be "piloting" around the object with these keys:
### KEYS (available only when not benchmarking)
- Hit 'R' to stop/start auto-spin (camera rotates around the object).
- Fly using the cursor keys,A,Z - and rotate the light with W and Q.
- PgUp/PgDown and the (0-9 keys) change the rendering mode:
(Points - Ambient - Gouraud - Phong - Phong and shadows - raycasters)
- S and F are 'strafe' left/right
- E and D are 'strafe' up/down
(strafe keys don't work in auto-spin mode).
- ESC quits.### Cmd-line options
Usage: renderer [OPTIONS] [FILENAME]
-h this help
-r print FPS reports to stdout (every 5 seconds)
-b benchmark rendering of N frames (default: 100)
-n N set number of benchmarking frames
-w use two lights
-m rendering mode:
1 : point mode
2 : points based on triangles (culling,color)
3 : triangles, wireframe anti-aliased
4 : triangles, ambient colors
5 : triangles, Gouraud shading, ZBuffer
6 : triangles, per-pixel Phong, ZBuffer
7 : triangles, per-pixel Phong, ZBuffer, Shadowmaps
8 : triangles, per-pixel Phong, ZBuffer, Soft shadowmaps
9 : raytracing, reflections and shadows
0 : raytracing, with shadows, reflections and anti-aliasingHave a look at the other meshes as well (inside the "3D-Objects"
folder).## Shadowmaps
If you want to look at the shadowbuffer (curious, are we? :-) just
uncomment DUMP_SHADOWFILE in src/Light.cc, recompile, run,
and as soon as you exit, a file will be created in your current
directory, called "shadow". Then...../src/showShadowMap/showShadowMap
..and you'll get a look at your shadow map.
## Tales of multi-core programming
This code was single threaded until late 2007. At that point, I heard
about OpenMP, and decided to try it out. I was amazed at how easy it was
to make the code "OpenMP-aware": I simply added a couple of pragmas
before the for-loops that drew the triangles and the shadow buffers, and
...presto!The only things I had to change were static variables, which had to be
moved to stack space. Threading code can't tolerate global/static data,
because race conditions immediately appeared when more than one thread
worked on them.Only two compilers truly supported OpenMP at the time: Intel's compiler
(version 8.1) and Microsoft's CL. GCC unfortunately died with 'internal
compiler error'. I reported this to the GCC forums, found out that
I was not the only one who had noticed, and was told (by the forum guys)
to wait.While waiting for GCC to catch up, I kept researching multicore
technologies. Functional languages seem particularly adept to SMP, and
I've put them next in line in my R&D agenda (Ocaml and F# in
particular). Before leaving C++ behind, though, I heard about Intel
Threading Building Blocks (TBB) and decided to put them to the test. TBB
is a portable set of C++ templates that makes writing threading code a
lot easier than legacy APIs (CreateThread, _beginthread, pthread_create,
etc). TBB is also open-source, so it was easy to work with and figure
out its internals. Truth be told, TBB required a bit more changes in my
code (OpenMP required almost no changes). Still, it is a vast
improvement compared to conventional threading APIs.I must confess I have not invested a lot of effort in using these
technologies; I only enhanced my two main rendering loops to make them
SMP aware. Still, this was enough to boost the speed (on my Core2Duo) by
80%! Judging by the effort invested, this is one of the best bargains
I've ever met in my programming career.As of now (October 2008), GCC 4.3.2 is now up to speed and compiles
OpenMP code just fine. TBB is of course running perfectly (since it is
simply a C++ template library), so choose freely between any of the two,
and easily achieve portable multithreading.When I say portable, I mean it: "./configure && make" is enough
to create:- OpenMP binaries for...
- Windows (via TDM/MinGW GCC 4.3.2)
- Debian Linux Etch (both 32 and 64bit, via manually-built GCC 4.3.2)
- Debian Linux Etch 32bit (via Intel's 10.1.017 compiler)- TBB binaries ("./configure --disable-openmp --enable-tbb") for...
- Debian Linux Etch (both 32 and 64bit, via manually-built GCC 4.3.2)
- Debian Linux Etch 32bit (via Intel's 10.1.017 compiler)
- FreeBSD/64- Single-threaded binaries for...
- Poor OpenBSD/64: it doesn't have real, SMP threads. Not yet, at least.
It only has user-space ones (as Linux did at some point). But it does
compile the code, albeit in single-threaded mode.
- Mac OS/X: Tested by a friend with a single core OS/X machine: Compiles
and runs just fine (albeit in single-threaded mode). I don't know if
OS/X GCC has adequate support for OpenMP; if it doesn't, GCC 4.3.2
will surely be available for it soon.Talk about portable code!
If you're still in the dark ages and use legacy APIs (like CreateThread,
_beginthread, pthread_create, etc) you are really missing out.Enjoy!
Thanassis Tsiodras, Dr.-Ing.
ttsiodras_at-no-spam_thanks-gmail_dot-com