T6 The Final Scene (Milestone 4)

Set up a new scene

Replace main() with the following

int main() {
    hittable_list world;

    auto ground_material = make_shared<lambertian>(color(0.5, 0.5, 0.5));
    world.add(make_shared<sphere>(point3(0,-1000,0), 1000, ground_material));

    for (int a = -11; a < 11; a++) {
        for (int b = -11; b < 11; b++) {
            auto choose_mat = random_double();
            point3 center(a + 0.9*random_double(), 0.2, b + 0.9*random_double());

            if ((center - point3(4, 0.2, 0)).length() > 0.9) {
                shared_ptr<material> sphere_material;

                if (choose_mat < 0.8) {
                    // diffuse
                    auto albedo = color::random() * color::random();
                    sphere_material = make_shared<lambertian>(albedo);
                    world.add(make_shared<sphere>(center, 0.2, sphere_material));
                } else if (choose_mat < 0.95) {
                    // metal
                    auto albedo = color::random(0.5, 1);
                    auto fuzz = random_double(0, 0.5);
                    sphere_material = make_shared<metal>(albedo, fuzz);
                    world.add(make_shared<sphere>(center, 0.2, sphere_material));
                } else {
                    // glass
                    sphere_material = make_shared<dielectric>(1.5);
                    world.add(make_shared<sphere>(center, 0.2, sphere_material));
                }
            }
        }
    }

    auto material1 = make_shared<dielectric>(1.5);
    world.add(make_shared<sphere>(point3(0, 1, 0), 1.0, material1));

    auto material2 = make_shared<lambertian>(color(0.4, 0.2, 0.1));
    world.add(make_shared<sphere>(point3(-4, 1, 0), 1.0, material2));

    auto material3 = make_shared<metal>(color(0.7, 0.6, 0.5), 0.0);
    world.add(make_shared<sphere>(point3(4, 1, 0), 1.0, material3));

    camera cam;

    cam.aspect_ratio      = 16.0 / 9.0;
    // very slow
    // cam.image_width       = 1200;
    // cam.samples_per_pixel = 500;
    // My test setting
    cam.image_width       = 400;
    cam.samples_per_pixel = 100;
    
    cam.max_depth         = 50;
    cam.vfov     = 20;
    cam.lookfrom = point3(13,2,3);
    cam.lookat   = point3(0,0,0);
    cam.vup      = vec3(0,1,0);

    cam.defocus_angle = 0.6;
    cam.focus_dist    = 10.0;

    cam.render(world);
}

Build and Run

It is slow so I am using the lower resolution for testing.

Build your programme into the release version with VSCode or Visual Studio.

On my laptop (AMD R9-9955HX ) , it takes about 2 minutes to run this programme with release version while 30 minutes with the Debug version. The Debug version is 15x slower.

Again, it looks darker due to lack of Gamma correction.

It takes about 74 minutes to run the full resolution version on my laptop.

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