Disabled external gits

This commit is contained in:
2022-04-07 18:46:57 +02:00
parent 88cb3426ad
commit 15e7120d6d
5316 changed files with 4563444 additions and 6 deletions

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<?xml version='1.0' encoding='utf-8'?>
<scene>
<integrator type="whitted"/>
<camera type="perspective">
<float name="fov" value="27.7856"/>
<transform name="toWorld">
<scale value="-1,1,1"/>
<lookat target="0, 0.893051, 4.41198" origin="0, 0.919769, 5.41159" up="0, 1, 0"/>
</transform>
<integer name="height" value="600"/>
<integer name="width" value="800"/>
</camera>
<sampler type="independent">
<integer name="sampleCount" value="512"/>
</sampler>
<mesh type="obj">
<string name="filename" value="meshes/walls.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.725 0.71 0.68"/>
</bsdf>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/rightwall.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.161 0.133 0.427"/>
</bsdf>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/leftwall.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.630 0.065 0.05"/>
</bsdf>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/sphere1.obj"/>
<bsdf type="diffuse"/>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/sphere2.obj"/>
<bsdf type="diffuse"/>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/light.obj"/>
<emitter type="area">
<color name="radiance" value="40 40 40"/>
</emitter>
</mesh>
</scene>

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<?xml version='1.0' encoding='utf-8'?>
<scene>
<integrator type="whitted"/>
<camera type="perspective">
<float name="fov" value="27.7856"/>
<transform name="toWorld">
<scale value="-1,1,1"/>
<lookat target="0, 0.893051, 4.41198" origin="0, 0.919769, 5.41159" up="0, 1, 0"/>
</transform>
<integer name="height" value="600"/>
<integer name="width" value="800"/>
</camera>
<sampler type="independent">
<integer name="sampleCount" value="512"/>
</sampler>
<mesh type="obj">
<string name="filename" value="meshes/walls.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.725 0.71 0.68"/>
</bsdf>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/rightwall.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.161 0.133 0.427"/>
</bsdf>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/leftwall.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.630 0.065 0.05"/>
</bsdf>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/sphere1.obj"/>
<bsdf type="mirror"/>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/sphere2.obj"/>
<bsdf type="dielectric"/>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/light.obj"/>
<emitter type="area">
<color name="radiance" value="40 40 40"/>
</emitter>
</mesh>
</scene>

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# Blender v2.72 (sub 0) OBJ File: ''
# www.blender.org
mtllib leftwall.mtl
o leftWall
v -1.020000 1.590000 -1.040000
v -1.020000 1.590000 0.990000
v -1.010000 -0.000000 0.990000
v -0.990000 0.000000 -1.040000
vt 0.000000 1.000000
usemtl leftWall
s 1
f 1/1 2/1 3/1
f 4/1 1/1 3/1

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# Blender v2.72 (sub 0) OBJ File: ''
# www.blender.org
mtllib light.mtl
o light
v 0.230000 1.580000 -0.220000
v 0.230000 1.580000 0.160000
v -0.240000 1.580000 0.160000
v -0.240000 1.580000 -0.220000
vt 0.000000 1.000000
usemtl light
s 1
f 1/1 2/1 3/1
f 4/1 1/1 3/1

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# Blender v2.72 (sub 0) OBJ File: ''
# www.blender.org
mtllib rightwall.mtl
o rightWall
v 1.000000 1.590000 0.990000
v 1.000000 1.590000 -1.040000
v 1.000000 0.000000 -1.040000
v 1.000000 -0.000000 0.990000
vt 0.000000 1.000000
usemtl rightWall
s 1
f 1/1 2/1 3/1
f 4/1 1/1 3/1

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# Blender v2.72 (sub 0) OBJ File: ''
# www.blender.org
mtllib walls.mtl
o ceiling
v 1.000000 1.590000 -1.040000
v 1.000000 1.590000 0.990000
v -1.020000 1.590000 0.990000
v -1.020000 1.590000 -1.040000
vt 0.000000 1.000000
usemtl ceiling
s 1
f 1/1 2/1 3/1
f 4/1 1/1 3/1
o floor
v 1.000000 0.000000 -1.040000
v -0.990000 0.000000 -1.040000
v -1.010000 -0.000000 0.990000
v 1.000000 -0.000000 0.990000
vt 0.000000 1.000000
usemtl floor
s 1
f 5/2 6/2 7/2
f 8/2 5/2 7/2
o backWall
v 1.000000 1.590000 -1.040000
v -1.020000 1.590000 -1.040000
v -0.990000 0.000000 -1.040000
v 1.000000 0.000000 -1.040000
vt 0.000000 1.000000
usemtl backWall
s 1
f 9/3 10/3 11/3
f 12/3 9/3 11/3

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<scene>
<integrator type="whitted"/>
<sampler type="independent">
<!-- You might want to reduce this number during development -->
<integer name="sampleCount" value="4096"/>
<!-- <integer name="sampleCount" value="16"/> -->
</sampler>
<camera type="perspective">
<!-- Camera-to-world coordinate system transformation -->
<transform name="toWorld">
<lookat origin="2.668, 1.078, 6.668" target="-0.841,0.85,-0.051" up="0,1,0"/>
</transform>
<float name="fov" value="60"/>
<integer name="width" value="768"/>
<integer name="height" value="384"/>
</camera>
<mesh type="obj">
<!--
Pineapple SVG:
CC BY-NC 4.0 Licence
"Pineapple Black And White" (http://clipartmag.com/pineapple-black-and-white)
http://clipartmag.com/pineapple-black-and-white#pineapple-black-and-white-2.jpg
-->
<string name="filename" value="meshes/logo.obj"/>
<bsdf type="dielectric"/>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/floor.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.5, 0.5, 0.5"/>
</bsdf>
<transform name="toWorld">
<scale value="6, 6, 6"/>
</transform>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/light1.obj"/>
<emitter type="area">
<color name="radiance" value="60, 200, 120"/>
</emitter>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/light2.obj"/>
<emitter type="area">
<color name="radiance" value="80, 80, 800"/>
</emitter>
</mesh>
</scene>

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<scene>
<integrator type="whitted"/>
<sampler type="independent">
<!-- You might want to reduce this number during development -->
<integer name="sampleCount" value="4096"/>
<!-- <integer name="sampleCount" value="16"/> -->
</sampler>
<camera type="perspective">
<!-- Camera-to-world coordinate system transformation -->
<transform name="toWorld">
<lookat origin="2.668, 1.078, 6.668" target="-0.841,0.85,-0.051" up="0,1,0"/>
</transform>
<float name="fov" value="60"/>
<integer name="width" value="768"/>
<integer name="height" value="384"/>
</camera>
<mesh type="obj">
<!--
Pineapple SVG:
CC BY-NC 4.0 Licence
"Pineapple Black And White" (http://clipartmag.com/pineapple-black-and-white)
http://clipartmag.com/pineapple-black-and-white#pineapple-black-and-white-2.jpg
-->
<string name="filename" value="meshes/logo.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.5, 0.5, 0.5"/>
</bsdf>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/floor.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.5, 0.5, 0.5"/>
</bsdf>
<transform name="toWorld">
<scale value="6, 6, 6"/>
</transform>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/light1.obj"/>
<emitter type="area">
<color name="radiance" value="60, 200, 120"/>
</emitter>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/light2.obj"/>
<emitter type="area">
<color name="radiance" value="80, 80, 800"/>
</emitter>
</mesh>
</scene>

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v 10.8 6.90623 -4.21958
v 10.8 7.35403 -3.98571
v 10.8 7.78661 -3.72349
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vn -1 0 0
f 1//1 2//1 3//1 4//1 5//1 6//1 7//1 8//1 9//1 10//1 11//1 12//1 13//1 14//1 15//1 16//1 17//1 18//1 19//1 20//1 21//1 22//1 23//1 24//1 25//1 26//1 27//1 28//1 29//1 30//1 31//1 32//1 33//1 34//1 35//1 36//1
f 37//2 38//3 2//3 1//2
f 38//3 39//4 3//4 2//3
f 39//4 40//5 4//5 3//4
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f 41//6 42//7 6//7 5//6
f 42//7 43//8 7//8 6//7
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f 54//19 55//20 19//20 18//19
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f 65//30 66//31 30//31 29//30
f 66//31 67//32 31//32 30//31
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f 68//33 69//34 33//34 32//33
f 69//34 70//35 34//35 33//34
f 70//35 71//36 35//36 34//35
f 72//37 37//2 1//2 36//37
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v -10 0 -10
v -10 0 10
v 10 0 10
v 10 0 -10
f 1 2 3
f 1 3 4

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v 0.500000 -0.500000 -0.500000
vt 0.375000 0.000000
vt 0.625000 0.000000
vt 0.375000 0.250000
vt 0.625000 0.250000
vt 0.375000 0.500000
vt 0.625000 0.500000
vt 0.375000 0.750000
vt 0.625000 0.750000
vt 0.375000 1.000000
vt 0.625000 1.000000
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vt 0.875000 0.250000
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vt 0.125000 0.250000
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f 4/4/19 8/11/18 6/12/20
f 7/13/21 1/1/22 5/14/23
f 5/14/23 1/1/22 3/3/24

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#!python
import numpy as np
import sys
# Make up test cases with polygonal luminaires.
# Step 1: generate a random triangle that lies in the +y half-space.
# Make sure it faces the origin.
v = np.transpose(np.random.rand(3,3) - [[0.5], [0], [0.5]])
normal = np.cross(v[1] - v[0], v[2] - v[0])
if (np.dot(normal, v[0]) > 0):
v = np.flipud(v)
# Step 2: compute the irradiance using Lambert's formula.
# See Arvo's thesis, equations 3.1 to 3.3.
def norm(x):
return np.sqrt(np.dot(x,x))
Phi = 0 # vector irradiance
for k0 in range(3):
k1 = (k0 + 1) % 3
Theta = np.arccos(np.dot(v[k0], v[k1]) / (norm(v[k0]) * norm(v[k1])))
Gamma1 = np.cross(v[k0], v[k1])
Gamma = Gamma1 / norm(Gamma1)
Phi += 1 / 4.0 * Theta * Gamma
irradiance = -np.dot(Phi, [0,1,0])
# Step 3: write out a nori test scene, wrapped in a t-test
xml_text = """<?xml version="1.0" encoding="utf-8"?>
<test type="ttest">
<string name="references" value="%g"/>
<scene>
<integrator type="path"/>
<camera type="perspective">
<transform name="toWorld">
<lookat origin="0, 0.01, 0"
target="0, 0, 0"
up="0, 0, 1"/>
</transform>
<float name="fov" value="1e-6"/>
<integer name="width" value="1"/>
<integer name="height" value="1"/>
</camera>
<mesh type="obj">
<string name="filename" value="floor.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.5, 0.5, 0.5"/>
</bsdf>
</mesh>
<mesh type="obj">
<string name="filename" value="%s"/>
<bsdf type="diffuse">
<color name="albedo" value="0, 0, 0"/>
</bsdf>
<luminaire type="area">
<color name="radiance" value="1, 1, 1"/>
</luminaire>
</mesh>
</scene>
</test>
"""
obj_text = """v %g %g %g
v %g %g %g
v %g %g %g
f 1 2 3
"""
if len(sys.argv) < 3:
print "Usage: python polylum.py <xml output file> <obj output file>"
sys.exit(-1)
fname_obj = sys.argv[2]
f_xml = open(sys.argv[1], 'w')
f_xml.write(xml_text % (.5 / np.pi * irradiance, fname_obj))
f_xml.close()
f_obj = open(fname_obj, 'w')
f_obj.write(obj_text % tuple(v.flat))
f_obj.close()

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v -0.443432 0.596366 0.495985
v -0.320397 0.0677699 -0.229359
v 0.0341197 0.11415 -0.343049
f 1 2 3

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v 0.461963 0.397843 0.412747
v -0.0381582 0.851323 -0.156872
v 0.195443 0.891957 -0.260672
f 1 2 3

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v 0.100871 0.289075 -0.422609
v -0.308386 0.629587 0.423966
v -0.373132 0.237287 0.351592
f 1 2 3

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v -0.17575 0.639397 0.151268
v 0.318604 0.732996 0.459771
v 0.139095 0.294498 0.478556
f 1 2 3

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v -0.17487 0.447916 0.367201
v -0.405259 0.249607 -0.354079
v 0.356029 0.0918984 -0.132271
f 1 2 3

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<?xml version="1.0" encoding="utf-8"?>
<!--
Furnace
This test has the camera located inside a diffuse box with emittance 1
and albedo "a". The amount of illumination received by the camera should
be be the same in all directions and equal to
1 + a + a^2 + ... = 1 / (1-a)
The following tests this for the "whitted" with two different values of "a".
-->
<test type="ttest">
<string name="references" value="1.5, 1.8"/>
<scene>
<integrator type="whitted"/>
<camera type="perspective">
<float name="fov" value="10"/>
<integer name="width" value="1"/>
<integer name="height" value="1"/>
</camera>
<mesh type="obj">
<string name="filename" value="meshes/furnace.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.5, 0.5, 0.5"/>
</bsdf>
<emitter type="area">
<color name="radiance" value="1, 1, 1"/>
</emitter>
</mesh>
</scene>
<scene>
<integrator type="whitted"/>
<camera type="perspective">
<float name="fov" value="10"/>
<integer name="width" value="1"/>
<integer name="height" value="1"/>
</camera>
<mesh type="obj">
<string name="filename" value="meshes/furnace.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.8, 0.8, 0.8"/>
</bsdf>
<emitter type="area">
<color name="radiance" value="1, 1, 1"/>
</emitter>
</mesh>
</scene>
</test>

View File

@@ -0,0 +1,166 @@
<?xml version="1.0" encoding="utf-8"?>
<test type="ttest">
<string name="references"
value="0.0898394, 0.02292, 0.0534198, 0.0205314, 0.26174"/>
<scene>
<integrator type="whitted"/>
<camera type="perspective">
<transform name="toWorld">
<lookat origin="0, 0.01, 0"
target="0, 0, 0"
up="0, 0, 1"/>
</transform>
<float name="fov" value="1e-6"/>
<integer name="width" value="1"/>
<integer name="height" value="1"/>
</camera>
<mesh type="obj">
<string name="filename" value="meshes/floor.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.5, 0.5, 0.5"/>
</bsdf>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/polylum1.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0, 0, 0"/>
</bsdf>
<emitter type="area">
<color name="radiance" value="1, 1, 1"/>
</emitter>
</mesh>
</scene>
<scene>
<integrator type="whitted"/>
<camera type="perspective">
<transform name="toWorld">
<lookat origin="0, 0.01, 0"
target="0, 0, 0"
up="0, 0, 1"/>
</transform>
<float name="fov" value="1e-6"/>
<integer name="width" value="1"/>
<integer name="height" value="1"/>
</camera>
<mesh type="obj">
<string name="filename" value="meshes/floor.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.5, 0.5, 0.5"/>
</bsdf>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/polylum2.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0, 0, 0"/>
</bsdf>
<emitter type="area">
<color name="radiance" value="1, 1, 1"/>
</emitter>
</mesh>
</scene>
<scene>
<integrator type="whitted"/>
<camera type="perspective">
<transform name="toWorld">
<lookat origin="0, 0.01, 0"
target="0, 0, 0"
up="0, 0, 1"/>
</transform>
<float name="fov" value="1e-6"/>
<integer name="width" value="1"/>
<integer name="height" value="1"/>
</camera>
<mesh type="obj">
<string name="filename" value="meshes/floor.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.5, 0.5, 0.5"/>
</bsdf>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/polylum3.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0, 0, 0"/>
</bsdf>
<emitter type="area">
<color name="radiance" value="1, 1, 1"/>
</emitter>
</mesh>
</scene>
<scene>
<integrator type="whitted"/>
<camera type="perspective">
<transform name="toWorld">
<lookat origin="0, 0.01, 0"
target="0, 0, 0"
up="0, 0, 1"/>
</transform>
<float name="fov" value="1e-6"/>
<integer name="width" value="1"/>
<integer name="height" value="1"/>
</camera>
<mesh type="obj">
<string name="filename" value="meshes/floor.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.5, 0.5, 0.5"/>
</bsdf>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/polylum4.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0, 0, 0"/>
</bsdf>
<emitter type="area">
<color name="radiance" value="1, 1, 1"/>
</emitter>
</mesh>
</scene>
<scene>
<integrator type="whitted"/>
<camera type="perspective">
<transform name="toWorld">
<lookat origin="0, 0.01, 0"
target="0, 0, 0"
up="0, 0, 1"/>
</transform>
<float name="fov" value="1e-6"/>
<integer name="width" value="1"/>
<integer name="height" value="1"/>
</camera>
<mesh type="obj">
<string name="filename" value="meshes/floor.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0.5, 0.5, 0.5"/>
</bsdf>
</mesh>
<mesh type="obj">
<string name="filename" value="meshes/polylum5.obj"/>
<bsdf type="diffuse">
<color name="albedo" value="0, 0, 0"/>
</bsdf>
<emitter type="area">
<color name="radiance" value="1, 1, 1"/>
</emitter>
</mesh>
</scene>
</test>