Package 'rayvertex'

Title: 3D Software Rasterizer
Description: Rasterize images using a 3D software renderer. 3D scenes are created either by importing external files, building scenes out of the included objects, or by constructing meshes manually. Supports point and directional lights, anti-aliased lines, shadow mapping, transparent objects, translucent objects, multiple materials types, reflection, refraction, environment maps, multicore rendering, bloom, tone-mapping, and screen-space ambient occlusion.
Authors: Tyler Morgan-Wall [aut, cph, cre] , Syoyo Fujita [ctb, cph], Vilya Harvey [ctb, cph], G-Truc Creation [ctb, cph], Sean Barrett [ctb, cph]
Maintainer: Tyler Morgan-Wall <[email protected]>
License: GPL (>= 3)
Version: 0.11.4
Built: 2024-10-31 21:08:08 UTC
Source: https://github.com/tylermorganwall/rayvertex

Help Index


Add light

Description

Add light

Usage

add_light(lights, light)

Arguments

lights

Current light scene.

light

New light to add.

Value

A matrix representing the light information.

Examples

if(run_documentation()) {
#Add a light to scene (manually specify the light automatically added to the Cornell Box
lights = point_light(position=c(555/2,450,555/2),
                    falloff_quad = 0.0, constant = 0.0002, falloff = 0.005)
generate_cornell_mesh(light=FALSE) |>
 rasterize_scene(light_info = lights)
 
#Add directional lights and a point light
lights_d = add_light(lights, directional_light(direction=c(1,1.5,-1), intensity=0.2)) |>
 add_light(directional_light(direction=c(-1,1.5,-1),color="red", intensity=0.2)) |>
 add_light(point_light(position=c(555/2,50,555/2), color="blue", intensity=0.3,
                       falloff_quad = 0.0, constant = 0.0002, falloff = 0.005))
                       
generate_cornell_mesh(light=FALSE) |>
 rasterize_scene(light_info = lights_d)
}

Add Line

Description

Add Line

Usage

add_lines(lines, line)

Arguments

lines

Existing lines or empty (0-row) matrix.

line

Line to add, generated with generate_line()

Value

New line matrix.

Examples

if(run_documentation()) {
#Generate a cube out of lines
cube_outline = generate_line(start = c(-1, -1, -1), end = c(-1, -1, 1)) |>
  add_lines(generate_line(start = c(-1, -1, -1), end = c(-1, 1, -1))) |>
  add_lines(generate_line(start = c(-1, -1, -1), end = c(1, -1, -1))) |>
  add_lines(generate_line(start = c(-1, -1, 1), end = c(-1, 1, 1))) |>
  add_lines(generate_line(start = c(-1, -1, 1), end = c(1, -1, 1))) |>
  add_lines(generate_line(start = c(-1, 1, 1), end = c(-1, 1, -1))) |>
  add_lines(generate_line(start = c(-1, 1, 1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(1, 1, -1), end = c(1, -1, -1))) |>
  add_lines(generate_line(start = c(1, 1, -1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(1, -1, -1), end = c(1, -1, 1))) |>
  add_lines(generate_line(start = c(1, -1, 1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(-1, 1, -1), end = c(1, 1, -1)))
  
rasterize_lines(cube_outline,fov=90,lookfrom=c(0,0,3))
}

Add Plane UV Mapping to Mesh

Description

Applies a planar UV mapping to a mesh based on a given direction and set of U/V vectors. If full_mesh_bbox is true, the UV mapping is scaled based on the bounding box of the entire mesh. If false, each shape's bounding box is used. One of direction/u/v must be NULL and will be calculated from the others.

Usage

add_plane_uv_mesh(
  mesh,
  direction = c(0, 1, 0),
  u = NULL,
  v = NULL,
  override_existing = FALSE,
  full_mesh_bbox = TRUE
)

Arguments

mesh

The mesh to which the UV mapping will be applied.

direction

Default c(0, 1, 0). A vector specifying the direction for UV mapping. If not specified and u/v are both specified, this will be ignored.

u

Default NULL. A vector specifying the u direction.

v

Default NULL. A vector specifying the v direction.

override_existing

Default FALSE. Specifies whether existing UV coordinates should be overridden.

full_mesh_bbox

Default TRUE. Specifies whether the full mesh's bounding box is used for UV mapping.

Value

Modified mesh with added UV mapping.

Examples

if(run_documentation()) {
#Let's construct a mesh from the volcano dataset
#Build the vertex matrix
vertex_list = list()
counter = 1
for(i in 1:nrow(volcano)) {
  for(j in 1:ncol(volcano)) {
    vertex_list[[counter]] = matrix(c(j,volcano[i,j]/3,i), ncol=3)
    counter = counter + 1
  }
}
vertices = do.call(rbind,vertex_list)

#Build the index matrix
index_list = list()
counter = 0
for(i in 1:(nrow(volcano)-1)) {
  for(j in 1:(ncol(volcano)-1)) {
    index_list[[counter+1]] = matrix(c(counter,counter+ncol(volcano),counter+1,
                                       counter+ncol(volcano),counter+ncol(volcano)+1,counter + 1),
                                     nrow=2, ncol=3, byrow=TRUE)
    counter = counter + 1
  }
  counter = counter + 1
}
indices = do.call("rbind",index_list)

#Create a checkerboard image
create_checkerboard_texture = function(filename, n = 16) {
  old_par = par(no.readonly = TRUE)
  on.exit(par(old_par))
  plot.new()
  par(mar = c(0, 0, 0, 0))
  checkerboard = matrix(c(1, 0), nrow = n+1, ncol = n)
  png(filename, width = 800, height = 800)
  image(1:(n+1), 1:n, checkerboard, col = c("dodgerblue", "red"),
        axes = FALSE, xlab = "", ylab = "")
  dev.off()
}
checkerboard_file = tempfile(fileext = ".png")
create_checkerboard_texture(checkerboard_file)
rayimage::plot_image(checkerboard_file)
}

if(run_documentation()) {
#Construct the mesh
volc_mesh = construct_mesh(vertices = vertices, indices = indices,
                           material = material_list(type="phong", diffuse="darkred",
                                                    ambient = "darkred", ambient_intensity=0.2))


#Set the direction so that the checkerboard will be mapped to the surface like a carpet
uv = add_plane_uv_mesh(volc_mesh, direction=c(0,200,0), u = c(1,0,0))
uv = set_material(uv, texture_location = checkerboard_file,
                  ambient = "white", ambient_intensity=0.1)
#Rasterize the scene
rasterize_scene(center_mesh(uv), lookfrom=c(200,200,200),fov=0,width=1200,height=1200,
                light_info = directional_light(c(0,1,1)) |>
                  add_light(directional_light(c(1,1,-1))),ortho_dimensions=c(120,120))
}

if(run_documentation()) {
#Set the direction so that the checkerboard will be mapped directly at the camera
uv = add_plane_uv_mesh(volc_mesh, direction=c(200,200,200), v = c(-1,1,-1))
uv = set_material(uv, texture_location = checkerboard_file,
                  ambient = "white", ambient_intensity=0.1)
#Rasterize the scene
rasterize_scene(center_mesh(uv), lookfrom=c(200,200,200),fov=0,width=1200,height=1200,
                light_info = directional_light(c(0,1,1)) |>
                add_light(directional_light(c(1,1,-1))), ortho_dimensions=c(120,120))
}

Add Shape

Description

Add shape to the scene.

Usage

add_shape(scene, shape = NULL)

Arguments

scene

The scene to add the shape.

shape

The mesh to add to the scene.

Value

Scene with shape added.

Examples

if(run_documentation()) {
#Generate several spheres in the cornell box
scene = generate_cornell_mesh()
set.seed(1)

for(i in 1:30) {
 col = hsv(runif(1))
 scene = add_shape(scene, sphere_mesh(position=runif(3)*400+155/2,
                                      material=material_list(diffuse=col, type="phong",
                                                             ambient=col,ambient_intensity=0.2), 
                                      radius=30))
}
rasterize_scene(scene, light_info=directional_light(direction=c(0.1,0.6,-1)))
}

Add Sphere UV Mapping to Mesh

Description

Applies a planar UV mapping to a mesh based on a spherical direction from the origin.

Usage

add_sphere_uv_mesh(mesh, origin = c(0, 0, 0), override_existing = FALSE)

Arguments

mesh

The mesh to which the UV mapping will be applied.

origin

Default c(0, 0, 0). A vector specifying the origin to apply spherical UV coordinates.

override_existing

Default FALSE. Specifies whether existing UV coordinates should be overridden.

Value

Modified mesh with added UV mapping.

Examples

if(run_documentation()) {
#Let's construct a mesh from the volcano dataset

}

Arrow 3D Model

Description

Arrow 3D Model

Usage

arrow_mesh(
  start = c(0, 0, 0),
  end = c(0, 1, 0),
  radius_top = 0.5,
  radius_tail = 0.25,
  tail_proportion = 0.5,
  direction = NA,
  from_center = TRUE,
  material = material_list()
)

Arguments

start

Default c(0, 0, 0). Base of the arrow, specifying x, y, z.

end

Default c(0, 1, 0). Tip of the arrow, specifying x, y, z.

radius_top

Default 0.5. Radius of the top of the arrow.

radius_tail

Default 0.2. Radius of the tail of the arrow.

tail_proportion

Default 0.5. Proportion of the arrow that is the tail.

direction

Default NA. Alternative to start and end, specify the direction (via a length-3 vector) of the arrow. Arrow will be centered at start, and the length will be determined by the magnitude of the direction vector.

from_center

Default TRUE. If orientation specified via direction, setting this argument to FALSE will make start specify the bottom of the cone, instead of the middle.

material

Default material_list() (default values). Specify the material of the object.

Value

List describing the mesh.

Examples

if(run_documentation()) {
#Generate an arrow
generate_cornell_mesh() |>
  add_shape(arrow_mesh(start = c(555/2, 20, 555/2), end = c(555/2, 300, 555/2), radius_tail=50,
                       radius_top = 100,
                      material = material_list(diffuse="dodgerblue"))) |>
  rasterize_scene(light_info = directional_light(c(0.5,0.5,-1)))
}
if(run_documentation()) {
#Generate a blue arrow with a wide tail
generate_cornell_mesh() |>
  add_shape(arrow_mesh(start = c(555/2, 20, 555/2), end = c(555/2, 300, 555/2), radius_tail=100,
                       radius_top = 150,
                      material = material_list(diffuse="dodgerblue"))) |>
  rasterize_scene(light_info = directional_light(c(0.5,0.5,-1)))
  }
if(run_documentation()) {
#Generate a long, thin arrow and change the proportions
generate_cornell_mesh() |>
  add_shape(arrow_mesh(start = c(555/2, 20, 555/2), end = c(555/2, 400, 555/2), radius_top=30,
                       radius_tail = 10, tail_proportion = 0.8,
                      material = material_list(diffuse="dodgerblue"))) |>
  rasterize_scene(light_info = directional_light(c(0.5,0.5,-1)))
}
if(run_documentation()) {
#Change the start and end points
generate_cornell_mesh() |>
  add_shape(arrow_mesh(start = c(500, 20, 555/2), end = c(50, 500, 555/2), radius_top=30,
                       radius_tail = 10, tail_proportion = 0.8,
                      material = material_list(diffuse="dodgerblue"))) |>
  add_shape(arrow_mesh(start = c(500, 500, 500), end = c(50, 50, 50), radius_top=30,
                       radius_tail = 10, tail_proportion = 0.8,
                      material = material_list(diffuse="red"))) |>
  add_shape(arrow_mesh(start = c(555/2, 50, 500), end = c(555/2, 50, 50), radius_top=30,
                       radius_tail = 10, tail_proportion = 0.8,
                      material = material_list(diffuse="green"))) |>
  rasterize_scene(light_info = directional_light(c(0.5,0.5,-1)))
}

Center Mesh

Description

Centers the mesh at the origin.

Usage

center_mesh(mesh)

Arguments

mesh

The mesh object.

Value

Centered mesh

Examples

if(run_documentation()) {
#Center the Cornell box and the R OBJ at the origin
center_mesh(generate_cornell_mesh()) |>
  add_shape(center_mesh(obj_mesh(r_obj(),scale=100,angle=c(0,180,0)))) |>
  rasterize_scene(lookfrom=c(0,0,-1100),fov=40,lookat=c(0,0,0),
                  light_info = directional_light(c(0.4,0.4,-1)) |>
      add_light(point_light(c(0,450,0),  falloff_quad = 0.0, constant = 0.0002, falloff = 0.005)))
}

Change Material

Description

Change individual material properties, leaving others alone.

Usage

change_material(
  mesh,
  id = NULL,
  sub_id = 1,
  diffuse = NULL,
  ambient = NULL,
  specular = NULL,
  transmittance = NULL,
  emission = NULL,
  shininess = NULL,
  ior = NULL,
  dissolve = NULL,
  illum = NULL,
  texture_location = NULL,
  normal_texture_location = NULL,
  bump_texture_location = NULL,
  specular_texture_location = NULL,
  ambient_texture_location = NULL,
  emissive_texture_location = NULL,
  diffuse_intensity = NULL,
  bump_intensity = NULL,
  specular_intensity = NULL,
  emission_intensity = NULL,
  ambient_intensity = NULL,
  culling = NULL,
  type = NULL,
  translucent = NULL,
  toon_levels = NULL,
  toon_outline_width = NULL,
  toon_outline_color = NULL,
  reflection_intensity = NULL,
  reflection_sharpness = NULL,
  two_sided = NULL
)

Arguments

mesh

Mesh to change.

id

Default NULL. Either a number specifying the material to change, or a character vector matching the material name.

sub_id

Default 1. A number specifying which material to change (within an id).

diffuse

Default NULL. The diffuse color.

ambient

Default NULL. The ambient color.

specular

Default NULL. The specular color.

transmittance

Default NULL. The transmittance

emission

Default NULL. The emissive color.

shininess

Default NULL. The shininess exponent.

ior

Default NULL. The index of refraction. If this is not equal to 1.0, the material will be refractive.

dissolve

Default NULL. The transparency.

illum

Default NULL. The illumination.

texture_location

Default NULL. The diffuse texture location.

normal_texture_location

Default NULL. The normal texture location.

bump_texture_location

Default NULL. The bump texture location.

specular_texture_location

Default NULL. The specular texture location.

ambient_texture_location

Default NULL. The ambient texture location.

emissive_texture_location

Default NULL. The emissive texture location.

diffuse_intensity

Default NULL. The diffuse intensity.

bump_intensity

Default NULL. The bump intensity.

specular_intensity

Default NULL. The specular intensity.

emission_intensity

Default NULL. The emission intensity.

ambient_intensity

Default NULL. The ambient intensity.

culling

Default NULL. The culling type. Options are back, front, and none.

type

Default NULL. The shader type. Options include diffuse,phong,vertex, and color.

translucent

Default NULL. Whether light should transmit through a semi-transparent material.

toon_levels

Default NULL. Number of color breaks in the toon shader.

toon_outline_width

Default NULL. Expansion term for model to specify toon outline width. Note: setting this property via this function currently does not generate outlines. Specify it during object creation.

toon_outline_color

Default NULL. Toon outline color.Note: setting this property via this function currently does not color outlines. Specify it during object creation.

reflection_intensity

Default NULL. Intensity of the reflection of the environment map, if present. This will be ignored if the material is refractive.

reflection_sharpness

Default NULL. Sharpness of the reflection, where lower values have blurrier reflections. Must be greater than zero and less than one.

two_sided

Default NULL. Whether diffuse materials should be two sided (normal is taken as the absolute value of the dot product of the light direction and the normal).

Value

Shape with new material settings

Examples

if(run_documentation()) {
p_sphere = sphere_mesh(position=c(555/2,555/2,555/2), 
                      radius=40,material=material_list(diffuse="purple"))
generate_cornell_mesh() |>
 add_shape(translate_mesh(p_sphere,c(0,-100,0))) |>
 add_shape(change_material(translate_mesh(p_sphere,c(200,-100,0)),diffuse="red")) |>
 add_shape(change_material(translate_mesh(p_sphere,c(100,-100,0)),dissolve=0.5)) |>
 add_shape(change_material(translate_mesh(p_sphere,c(-100,-100,0)),type="phong")) |>
 add_shape(change_material(translate_mesh(p_sphere,c(-200,-100,0)),type="phong",shininess=30)) |>
 rasterize_scene(light_info=directional_light(direction=c(0.1,0.6,-1)))
}  

if(run_documentation()) {
#Change several shapes at once
p_sphere |>
 add_shape(change_material(translate_mesh(p_sphere,c(200,0,0)),diffuse="red")) |>
 add_shape(change_material(translate_mesh(p_sphere,c(100,0,0)),dissolve=0.5)) |>
 add_shape(change_material(translate_mesh(p_sphere,c(-100,0,0)),type="phong")) |>
 add_shape(change_material(translate_mesh(p_sphere,c(-200,0,0)),type="phong",shininess=30)) |>
 change_material(diffuse = "red") |> 
 add_shape(generate_cornell_mesh()) |> 
 rasterize_scene(light_info=directional_light(direction=c(0.1,0.6,-1)))
}

Color Lines

Description

Color Lines

Usage

color_lines(lines, color = "white")

Arguments

lines

The line scene.

color

Default white. The color to convert the lines to.

Value

Colored line matrix.

Examples

if(run_documentation()) {
#Generate a cube out of lines
cube_outline = generate_line(start = c(-1, -1, -1), end = c(-1, -1, 1)) |>
  add_lines(generate_line(start = c(-1, -1, -1), end = c(-1, 1, -1))) |>
  add_lines(generate_line(start = c(-1, -1, -1), end = c(1, -1, -1))) |>
  add_lines(generate_line(start = c(-1, -1, 1), end = c(-1, 1, 1))) |>
  add_lines(generate_line(start = c(-1, -1, 1), end = c(1, -1, 1))) |>
  add_lines(generate_line(start = c(-1, 1, 1), end = c(-1, 1, -1))) |>
  add_lines(generate_line(start = c(-1, 1, 1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(1, 1, -1), end = c(1, -1, -1))) |>
  add_lines(generate_line(start = c(1, 1, -1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(1, -1, -1), end = c(1, -1, 1))) |>
  add_lines(generate_line(start = c(1, -1, 1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(-1, 1, -1), end = c(1, 1, -1)))
  
cube_outline |>
  color_lines(color="red") |>
  rasterize_lines()
}

Cone 3D Model

Description

Cone 3D Model

Usage

cone_mesh(
  start = c(0, 0, 0),
  end = c(0, 1, 0),
  radius = 0.5,
  direction = NA,
  from_center = FALSE,
  material = material_list()
)

Arguments

start

Default c(0, 0, 0). Base of the cone, specifying x, y, z.

end

Default c(0, 1, 0). Tip of the cone, specifying x, y, z.

radius

Default 1. Radius of the bottom of the cone.

direction

Default NA. Alternative to start and end, specify the direction (via a length-3 vector) of the cone. Cone will be centered at start, and the length will be determined by the magnitude of the direction vector.

from_center

Default TRUE. If orientation specified via direction, setting this argument to FALSE will make start specify the bottom of the cone, instead of the middle.

material

Default material_list() (default values). Specify the material of the object.

Value

List describing the mesh.

Examples

if(run_documentation()) {
#Generate a cone
generate_cornell_mesh() |>
  add_shape(cone_mesh(start = c(555/2, 20, 555/2), end = c(555/2, 300, 555/2),
                      radius = 100)) |>
  rasterize_scene(light_info = directional_light(c(0.5,0.5,-1)))
}
if(run_documentation()) {
#Generate a blue cone with a wide base
generate_cornell_mesh() |>
  add_shape(cone_mesh(start = c(555/2, 20, 555/2), end = c(555/2, 300, 555/2), radius=200,
                      material = material_list(diffuse="dodgerblue"))) |>
  rasterize_scene(light_info = directional_light(c(0.5,0.5,-1)))
}
if(run_documentation()) {
#Generate a long, thin cone
generate_cornell_mesh() |>
  add_shape(cone_mesh(start = c(555/2, 20, 555/2), end = c(555/2, 400, 555/2), radius=50,
                      material = material_list(diffuse="dodgerblue"))) |>
  rasterize_scene(light_info = directional_light(c(0.5,0.5,-1)))
}

Manually construct a mesh

Description

Manually construct a mesh

Usage

construct_mesh(
  vertices,
  indices,
  normals = NULL,
  norm_indices = NULL,
  texcoords = NULL,
  tex_indices = NULL,
  material = material_list()
)

Arguments

vertices

Nx3 matrix of vertex coordinates..

indices

Nx3 integer matrix, where each row defines a triangle using the vertices defined in vertices.

normals

Default NULL. Nx3 matrix of normals.

norm_indices

Nx3 integer matrix, where each row defines the normal for a vertex using the normals defined in normals for the corresponding triangle in indices. Required to be the same number of rows as indices.

texcoords

Default NULL. Nx2 matrix of texture coordinates.

tex_indices

Nx3 integer matrix, where each row defines the texture coordinates for a triangle using the tex coords defined in texcoors for the corresponding triangle in indices. Required to be the same number of rows as indices.

material

Default material_list() (default values). Specify the material of the object.

Value

List containing mesh info.

Examples

if(run_documentation()) {
#Let's construct a mesh from the volcano dataset
#Build the vertex matrix
vertex_list = list()
counter = 1
for(i in 1:nrow(volcano)) {
  for(j in 1:ncol(volcano)) {
    vertex_list[[counter]] = matrix(c(j,volcano[i,j],i), ncol=3)
    counter = counter + 1
  }
}
vertices = do.call(rbind,vertex_list)

#Build the index matrix
index_list = list()
counter = 0
for(i in 1:(nrow(volcano)-1)) {
  for(j in 1:(ncol(volcano)-1)) {
    index_list[[counter+1]] = matrix(c(counter,counter+ncol(volcano),counter+1,
                                       counter+ncol(volcano),counter+ncol(volcano)+1,counter + 1), 
                                     nrow=2, ncol=3, byrow=TRUE)
    counter = counter + 1
  }
  counter = counter + 1
}
indices = do.call(rbind,index_list)

#Construct the mesh
volc_mesh = construct_mesh(vertices = vertices, indices = indices,
                           material = material_list(type="phong", diffuse="darkred", 
                                                    ambient = "darkred", ambient_intensity=0.2))

#Rasterize the scene
rasterize_scene(volc_mesh, lookfrom=c(-50,230,100),fov=60,width=1200,height=1200,
                light_info = directional_light(c(0,1,1)) |>
                  add_light(directional_light(c(1,1,-1))))
}

Cube 3D Model

Description

3D obj model of the letter R

Usage

cube_mesh(
  position = c(0, 0, 0),
  scale = c(1, 1, 1),
  angle = c(0, 0, 0),
  pivot_point = c(0, 0, 0),
  order_rotation = c(1, 2, 3),
  material = material_list()
)

Arguments

position

Default c(0,0,0). Position of the mesh.

scale

Default c(1,1,1). Scale of the mesh. Can also be a single numeric value scaling all axes uniformly.

angle

Default c(0,0,0). Angle to rotate the mesh.

pivot_point

Default c(0,0,0). Point around which to rotate the mesh.

order_rotation

Default c(1,2,3). Order to rotate the axes.

material

Default material_list() (default values). Specify the material of the object.

Value

List describing the mesh.

Examples

if(run_documentation()) {
#Generate a cube
generate_cornell_mesh() |>
  add_shape(cube_mesh(position = c(555/2, 100, 555/2), scale = 100)) |>
  rasterize_scene(light_info = directional_light(c(0.5,0.5,-1)))
}
if(run_documentation()) {
#Generate a blue rotated cube 
generate_cornell_mesh() |>
  add_shape(cube_mesh(position = c(555/2, 100, 555/2), scale = 100, angle=c(0,45,0),
                      material = material_list(diffuse="dodgerblue"))) |>
  rasterize_scene(light_info = directional_light(c(0.5,0.5,-1)))
}
if(run_documentation()) {
#Generate a scaled, blue rotated cube 
generate_cornell_mesh() |>
  add_shape(cube_mesh(position = c(555/2, 100, 555/2), angle=c(0,45,0),
                      scale = c(2,0.5,0.8)*100,
                      material = material_list(diffuse="dodgerblue"))) |>
  rasterize_scene(light_info = directional_light(c(0.5,0.5,-1)))
}

Cylinder 3D Model

Description

Cylinder 3D Model

Usage

cylinder_mesh(
  position = c(0, 0, 0),
  radius = 0.5,
  length = 1,
  angle = c(0, 0, 0),
  pivot_point = c(0, 0, 0),
  order_rotation = c(1, 2, 3),
  material = material_list()
)

Arguments

position

Default c(0,0,0). Position of the mesh.

radius

Default 0.5. Radius of the cylinder.

length

Default 1. Length of the cylinder.

angle

Default c(0,0,0). Angle to rotate the mesh.

pivot_point

Default c(0,0,0). Point around which to rotate the mesh.

order_rotation

Default c(1,2,3). Order to rotate the axes.

material

Default material_list() (default values). Specify the material of the object.

Value

List describing the mesh.

Examples

if(run_documentation()) {
#Generate a cylinder
generate_cornell_mesh() |>
  add_shape(cylinder_mesh(position=c(555/2,150,555/2),
                          radius = 50, length=300, material = material_list(diffuse="purple"))) |>
  rasterize_scene(light_info = directional_light(c(0.5,0.5,-1)))
}
if(run_documentation()) {
#Generate a wide, thin disk
generate_cornell_mesh() |>
  add_shape(cylinder_mesh(position=c(555/2,20,555/2),
                          radius = 200, length=5, material = material_list(diffuse="purple"))) |>
  rasterize_scene(light_info = directional_light(c(0.5,0.5,-1)))
}
if(run_documentation()) {
#Generate a narrow cylinder
generate_cornell_mesh() |>
  add_shape(cylinder_mesh(position=c(555/2,555/2,555/2),angle=c(45,-45,0),
                          radius = 10, length=500, material = material_list(diffuse="purple"))) |>
  rasterize_scene(light_info = directional_light(c(0.5,0.5,-1)))
}

Generate Directional Lights

Description

Generate Directional Lights

Usage

directional_light(direction = c(0, 1, 0), color = "white", intensity = 1)

Arguments

direction

Default c(0,1,0). Direction of the light.

color

Default white. COlor of the light.

intensity

Default 1. Intensity of the light.

Value

A matrix representing the light information.

Examples

if(run_documentation()) {
#Add a light to scene (manually specify the light automatically added to the Cornell Box
lights = point_light(position=c(555/2,450,555/2),
                    falloff_quad = 0.0, constant = 0.0002, falloff = 0.005)
generate_cornell_mesh(light=FALSE) |>
 rasterize_scene(light_info = lights)
 
#Add a directional light
lights_d = add_light(lights, directional_light(direction=c(1,1.5,-1)))

generate_cornell_mesh(light=FALSE) |>
 rasterize_scene(light_info = lights_d)
 
#Change the intensity and color
lights_d = add_light(lights, 
                    directional_light(direction=c(1,1.5,-1),color="orange", intensity=0.5))

generate_cornell_mesh(light=FALSE) |>
 rasterize_scene(light_info = lights_d)
}

Displace a Mesh

Description

Displace a Mesh

Usage

displace_mesh(
  mesh,
  displacement_texture,
  displacement_scale = 1,
  displacement_vector = FALSE,
  id = NA,
  verbose = TRUE
)

Arguments

mesh

The mesh.

displacement_texture

Image or matrix/array that will be used to displace the mesh

displacement_scale

Default 1. Intensity of the displacement effect. Higher values result in greater displacement.

displacement_vector

Default FALSE. Whether to use vector displacement. If TRUE, the displacement texture is interpreted as providing a 3D displacement vector. Otherwise, the texture is interpreted as providing a scalar displacement.

id

Default NA (all shapes). The shape index to have new normals calculated.

verbose

Default TRUE. Whether to print displacement texture information.

Value

raymesh object

Examples

if(run_documentation()) {
 #Let's construct a mesh from the volcano dataset
}

Construct Displacement Sphere

Description

Construct Displacement Sphere

Usage

displacement_sphere(
  displacement_texture,
  displacement_scale = 1,
  use_cube = FALSE,
  cube_subdivision_levels = NA,
  displace = TRUE,
  verbose = TRUE,
  position = c(0, 0, 0),
  scale = c(1, 1, 1),
  angle = c(0, 0, 0),
  pivot_point = c(0, 0, 0),
  order_rotation = c(1, 2, 3),
  material = material_list()
)

Arguments

displacement_texture

Image or matrix/array that will be used to displace the sphere.

displacement_scale

Default 1. Scale of the displacement.

use_cube

Default FALSE. Whether to use a subdivided cube instead of a UV sphere. Use this if you want to visualize areas near the poles.

cube_subdivision_levels

Default NA. Uses the dimensions of the displacement texture to automatically calculate the number of subdivision levels.

displace

Default TRUE. Whether to displace the sphere, or just generate the initial mesh for later displacement.

verbose

Default TRUE. Whether to print displacement texture information.

position

Default c(0,0,0). Position of the mesh.

scale

Default c(1,1,1). Scale of the mesh. Can also be a single numeric value scaling all axes uniformly.

angle

Default c(0,0,0). Angle to rotate the mesh.

pivot_point

Default c(0,0,0). Point around which to rotate the mesh.

order_rotation

Default c(1,2,3). Order to rotate the axes.

material

Default material_list() (default values). Specify the material of the object.

Value

raymesh object

Examples

if(run_documentation()) {

}

Flip Orientation

Description

Flip Orientation

Usage

flip_orientation_mesh(mesh)

Arguments

mesh

The mesh to swap orientations.

Value

Mesh with flipped vertex orientation

Examples

# Flip a mesh 
if(run_documentation()) {
sphere_mesh(position=c(-1,0,0)) |> 
  add_shape(flip_orientation_mesh(sphere_mesh(position=c(1,0,0)))) |> 
  rasterize_scene(debug="normals",fov=30)
}

Cornell Box 3D Model

Description

Cornell Box 3D Model

Usage

generate_cornell_mesh(
  leftcolor = "#1f7326",
  rightcolor = "#a60d0d",
  roomcolor = "#bababa",
  ceiling = TRUE,
  light = TRUE
)

Arguments

leftcolor

Default ⁠#1f7326⁠ (green).

rightcolor

Default ⁠#a60d0d⁠ (red).

roomcolor

Default ⁠#bababa⁠ (light grey).

ceiling

Default TRUE. Whether to render the ceiling.

light

Default TRUE. Whether to render a point light near the ceiling.

Value

List describing the mesh.

Examples

if(run_documentation()) {
#Generate and render the default Cornell box and add an object.
generate_cornell_mesh() |> 
  rasterize_scene()
}
if(run_documentation()) {
#Add an object to the scene
generate_cornell_mesh() |> 
  add_shape(obj_mesh(r_obj(),position=c(555/2,555/2,555/2),scale=300,angle=c(0,180,0))) |> 
  rasterize_scene()
}
if(run_documentation()) {
#Turn off the ceiling so the default directional light reaches inside the box
generate_cornell_mesh(ceiling=FALSE) |> 
  add_shape(obj_mesh(r_obj(),position=c(555/2,555/2,555/2),scale=300,angle=c(0,180,0))) |> 
  rasterize_scene()
}
if(run_documentation()) {
#Adjust the light to the front
generate_cornell_mesh(ceiling=FALSE) |> 
  add_shape(obj_mesh(r_obj(),position=c(555/2,555/2,555/2),scale=300,angle=c(0,180,0))) |> 
  rasterize_scene(light_info = directional_light(direction=c(0,1,-1)))
  }
if(run_documentation()) {
#Change the color palette
generate_cornell_mesh(ceiling=FALSE,leftcolor="purple", rightcolor="yellow") |> 
  add_shape(obj_mesh(r_obj(),position=c(555/2,555/2,555/2),scale=300,angle=c(0,180,0))) |> 
  rasterize_scene(light_info = directional_light(direction=c(0,1,-1)))
}

Generate Lines

Description

Generate Lines

Usage

generate_line(start = c(0, 0, 0), end = c(0, 1, 0), color = "white")

Arguments

start

Default c(0,0,0). Start of the line segment.

end

Default c(0,1,0). End of the line segment..

color

Default white. Color of the line segment.

Value

Line matrix

Examples

if(run_documentation()) {
# Make a spiral of lines
t = seq(0,8*pi,length.out=361)
line_mat = matrix(nrow=0,ncol=9)

for(i in 1:360) {
  line_mat = add_lines(line_mat,
                      generate_line(start = c(0.5*sin(t[i]), t[i]/(8*pi), 0.5*cos(t[i])),
                                    end  = c(0.5*sin(t[i+1]), t[i+1]/(8*pi), 0.5*cos(t[i+1]))))
}
rasterize_lines(line_mat)
}
if(run_documentation()) {
#Change the line color
line_mat = matrix(nrow=0,ncol=9)
cols = hsv(seq(0,1,length.out=360))
for(i in 1:360) {
  line_mat = add_lines(line_mat,
                      generate_line(start = c(sin(t[i]), 2*t[i]/(8*pi), cos(t[i])),
                                   end  = c(sin(t[i+1]), 2*t[i+1]/(8*pi), cos(t[i+1])),
                                   color = cols[i]))
}
rasterize_lines(line_mat,lookfrom=c(0,10,10),fov=15)
}
if(run_documentation()) {
#Use in a scene with a mesh
obj_mesh(r_obj(simple_r = TRUE),material=material_list(diffuse="dodgerblue")) |>
 rasterize_scene(line_info = line_mat, light_info = directional_light(c(0,1,1)),
                 lookfrom=c(0,5,10),lookat=c(0,0.8,0),fov=15)
}

Get Mesh Bounding Box

Description

Calculates the bounding box of a mesh

Usage

get_mesh_bbox(mesh)

Arguments

mesh

The mesh object.

Value

2x3 numeric matrix

Examples

if(run_documentation()) {
#Calculates the center of the mesh
get_mesh_bbox(generate_cornell_mesh())
}

Get Mesh Center

Description

Calculates the coordinates of the center of a mesh

Usage

get_mesh_center(mesh)

Arguments

mesh

The mesh object.

Value

Length-3 numeric vector

Examples

if(run_documentation()) {
#Calculates the center of the mesh
get_mesh_center(generate_cornell_mesh())
}

Material List

Description

Generate a material properties list.

Usage

material_list(
  diffuse = c(0.8, 0.8, 0.8),
  ambient = c(0, 0, 0),
  specular = c(1, 1, 1),
  transmittance = c(0, 0, 0),
  emission = c(0, 0, 0),
  shininess = 50,
  ior = 1,
  dissolve = 1,
  illum = 1,
  texture_location = "",
  normal_texture_location = "",
  bump_texture_location = "",
  specular_texture_location = "",
  ambient_texture_location = "",
  emissive_texture_location = "",
  diffuse_intensity = 1,
  bump_intensity = 1,
  specular_intensity = 1,
  emission_intensity = 1,
  ambient_intensity = 1,
  culling = "back",
  type = "diffuse",
  translucent = TRUE,
  toon_levels = 5,
  toon_outline_width = 0.05,
  toon_outline_color = "black",
  reflection_intensity = 0,
  reflection_sharpness = 1,
  two_sided = FALSE
)

Arguments

diffuse

Default c(0.5,0.5,0.5). The diffuse color.

ambient

Default c(0,0,0). The ambient color.

specular

Default c(1,1,1). The specular color.

transmittance

Default c(0,0,0). The transmittance

emission

Default c(0,0,0). The emissive color.

shininess

Default 50.0. The shininess exponent.

ior

Default 1.0. The index of refraction. If this is not equal to 1.0, the material will be refractive.

dissolve

Default 1.0. The transparency.

illum

Default 1.0. The illumination.

texture_location

Default "". The diffuse texture location.

normal_texture_location

Default "". The normal texture location.

bump_texture_location

Default "". The bump texture location.

specular_texture_location

Default "". The specular texture location.

ambient_texture_location

Default "". The ambient texture location.

emissive_texture_location

Default "". The emissive texture location.

diffuse_intensity

Default 1. The diffuse intensity.

bump_intensity

Default 1. The bump intensity.

specular_intensity

Default 1. The specular intensity.

emission_intensity

Default 1. The emission intensity.

ambient_intensity

Default 1. The ambient intensity.

culling

Default "back". The culling type. Options are back, front, and none.

type

Default "diffuse". The shader type. Options include diffuse,phong,vertex, and color.

translucent

Default FALSE. Whether light should transmit through a semi-transparent material.

toon_levels

Default 5. Number of color breaks in the toon shader.

toon_outline_width

Default 0.05. Expansion term for model to specify toon outline width.

toon_outline_color

Default black. Toon outline color.

reflection_intensity

Default 0.0. Intensity of the reflection of the environment map, if present. This will be ignored if the material is refractive.

reflection_sharpness

Default 1.0. Sharpness of the reflection, where lower values have blurrier reflections. Must be greater than zero and less than one.

two_sided

Default FALSE. Whether diffuse materials should be two sided (normal is taken as the absolute value of the dot product of the light direction and the normal).

Value

List of material properties.

Examples

if(run_documentation()) {
mat_prop = material_list(diffuse="purple", type="phong", shininess = 20,
                        ambient="purple", ambient_intensity=0.3,
                        specular = "red", specular_intensity=2)
                        
p_sphere = sphere_mesh(position=c(555/2,555/2,555/2), 
                      radius=40,material=mat_prop)
                      
rasterize_scene(p_sphere, light_info=directional_light(direction=c(0.1,0.6,-1)))
}

Mesh3d 3D Model

Description

Mesh3d 3D Model

Usage

mesh3d_mesh(
  mesh,
  center = FALSE,
  position = c(0, 0, 0),
  scale = c(1, 1, 1),
  angle = c(0, 0, 0),
  pivot_point = c(0, 0, 0),
  order_rotation = c(1, 2, 3),
  materialspath = NULL,
  material = material_list()
)

Arguments

mesh

Mesh3d object.

center

Default FALSE. Whether to center the mesh.

position

Default c(0,0,0). Position of the mesh.

scale

Default c(1,1,1). Scale of the mesh. Can also be a single numeric value scaling all axes uniformly.

angle

Default c(0,0,0). Angle to rotate the mesh.

pivot_point

Default c(0,0,0). Point around which to rotate the mesh.

order_rotation

Default c(1,2,3). Order to rotate the axes.

materialspath

Default NULL. Path to the MTL file, if different from the OBJ file.

material

Default NULL, read from the MTL file. If not NULL, this accepts the output from the material_list() function to specify the material.

Value

List describing the mesh.

Examples

if(run_documentation()) {
  # Read in a mesh3d object and rasterize it
  library(Rvcg)
  data(humface)
  
  mesh3d_mesh(humface,position = c(0,-0.3,0),scale = 1/70,
              material=material_list(diffuse="dodgerblue4", type="phong", shininess=20,
              ambient = "dodgerblue4", ambient_intensity=0.3)) |>
    rasterize_scene(lookat = c(0,0.5,1), light_info = directional_light(c(1,0.5,1)))
 }
 
 if(run_documentation()) {
  # Subdivide the mesh for a smoother appearance
  mesh3d_mesh(humface,position = c(0,-0.3,0),scale = 1/70,
              material=material_list(diffuse="dodgerblue4", type="phong", shininess=20,
              ambient = "dodgerblue4", ambient_intensity=0.3)) |>
    subdivide_mesh() |> 
    rasterize_scene(lookat = c(0,0.5,1), light_info = directional_light(c(1,0.5,1)))
 }

OBJ Mesh 3D Model

Description

OBJ Mesh 3D Model

Usage

obj_mesh(
  filename,
  position = c(0, 0, 0),
  scale = c(1, 1, 1),
  angle = c(0, 0, 0),
  pivot_point = c(0, 0, 0),
  order_rotation = c(1, 2, 3),
  materialspath = NULL,
  center = FALSE,
  material = NULL
)

Arguments

filename

OBJ filename.

position

Default c(0,0,0). Position of the mesh.

scale

Default c(1,1,1). Scale of the mesh. Can also be a single numeric value scaling all axes uniformly.

angle

Default c(0,0,0). Angle to rotate the mesh.

pivot_point

Default c(0,0,0). Point around which to rotate the mesh.

order_rotation

Default c(1,2,3). Order to rotate the axes.

materialspath

Default NULL. Path to the MTL file, if different from the OBJ file.

center

Default FALSE. Whether to center the mesh.

material

Default NULL, read from the MTL file. If not NULL, this accepts the output from the material_list() function to specify the material.

Value

List describing the mesh.

Examples

if(run_documentation()) {
#Read in the provided 3D R mesh
generate_cornell_mesh(ceiling=FALSE) |> 
  add_shape(obj_mesh(r_obj(),position=c(555/2,555/2,555/2),scale=400,angle=c(0,180,0))) |> 
  rasterize_scene(light_info = directional_light(direction=c(0.2,0.5,-1)))
}

PLY Mesh 3D Model

Description

PLY Mesh 3D Model

Usage

ply_mesh(
  filename,
  center = FALSE,
  position = c(0, 0, 0),
  scale = c(1, 1, 1),
  angle = c(0, 0, 0),
  pivot_point = c(0, 0, 0),
  order_rotation = c(1, 2, 3),
  material = material_list()
)

Arguments

filename

PLY filename.

center

Default FALSE. Whether to center the mesh.

position

Default c(0,0,0). Position of the mesh.

scale

Default c(1,1,1). Scale of the mesh. Can also be a single numeric value scaling all axes uniformly.

angle

Default c(0,0,0). Angle to rotate the mesh.

pivot_point

Default c(0,0,0). Point around which to rotate the mesh.

order_rotation

Default c(1,2,3). Order to rotate the axes.

material

Default material_list() (default values). Specify the material of the object.

Value

List describing the mesh.

Examples

#See the documentation for `obj_mesh()`--no example PLY models are included with this package,
#but the process of loading a model is the same (but no materials are included in PLY files).

Point light

Description

The falloff of the point light intensity is given by the following equation (referenc:

Intensity = intensity / (constant + falloff * distance + falloff_quad * (distance * distance));

Usage

point_light(
  position = c(0, 0, 0),
  color = "white",
  intensity = 1,
  constant = 1,
  falloff = 1,
  falloff_quad = 1
)

Arguments

position

A two-dimensional matrix, where each entry in the matrix is the elevation at that point. All points are assumed to be evenly spaced.

color

Default 400. Width of the rendered image.

intensity

Default 1. Intensity of the point light.

constant

Default 1. Constant term. See description for details.

falloff

Default 1. Linear falloff term. See description for details.

falloff_quad

Default 1. Quadratic falloff term. See description for details.

Value

A matrix representing the light information.

Examples

if(run_documentation()) {
#Add point lights and vary the intensity
lights_int = point_light(position=c(100,100,400), color="white", intensity=0.125,
                      falloff_quad = 0.0, constant = 0.0002, falloff = 0.005) |>
 add_light(point_light(position=c(100,455,400), color="white", intensity=0.25,
                       falloff_quad = 0.0, constant = 0.0002, falloff = 0.005)) |>
 add_light(point_light(position=c(455,100,400), color="white", intensity=0.5,
                       falloff_quad = 0.0, constant = 0.0002, falloff = 0.005)) |>
 add_light(point_light(position=c(455,455,400), color="white", intensity=1,
                       falloff_quad = 0.0, constant = 0.0002, falloff = 0.005))
                       
generate_cornell_mesh(light=FALSE) |>
 rasterize_scene(light_info = lights_int)
 
#Add point lights and vary the color
lights_c = point_light(position=c(100,100,500), color="red", 
                      falloff_quad = 0.0, constant = 0.0002, falloff = 0.005) |>
 add_light(point_light(position=c(100,455,500), color="blue",
                       falloff_quad = 0.0, constant = 0.0002, falloff = 0.005)) |>
 add_light(point_light(position=c(455,100,500), color="purple", 
                       falloff_quad = 0.0, constant = 0.0002, falloff = 0.005)) |>
 add_light(point_light(position=c(455,455,500), color="yellow", 
                       falloff_quad = 0.0, constant = 0.0002, falloff = 0.005))
                       
generate_cornell_mesh(light=FALSE) |>
 rasterize_scene(light_info = lights_c)
 
#Add point lights and vary the falloff term
lights_fo = point_light(position=c(100,100,500), color="white", 
                      falloff_quad = 0.0, constant = 0.0002, falloff = 0.005) |>
 add_light(point_light(position=c(100,455,500), color="white",
                       falloff_quad = 0.0, constant = 0.0002, falloff = 0.01)) |>
 add_light(point_light(position=c(455,100,500), color="white", 
                       falloff_quad = 0.0, constant = 0.0002, falloff = 0.02)) |>
 add_light(point_light(position=c(455,455,500), color="white", 
                       falloff_quad = 0.0, constant = 0.0002, falloff = 0.04))
                       
generate_cornell_mesh(light=FALSE) |>
 rasterize_scene(light_info = lights_fo)
 
#Add point lights and vary the quadradic falloff term
lights_quad = point_light(position=c(100,100,500), color="white", 
                      falloff_quad = 0.0001, constant = 0.0002, falloff = 0.005) |>
 add_light(point_light(position=c(100,455,500), color="white",
                       falloff_quad = 0.0002, constant = 0.0002, falloff = 0.005)) |>
 add_light(point_light(position=c(455,100,500), color="white", 
                       falloff_quad = 0.0004, constant = 0.0002, falloff = 0.005)) |>
 add_light(point_light(position=c(455,455,500), color="white", 
                       falloff_quad = 0.0008, constant = 0.0002, falloff = 0.005))
                       
generate_cornell_mesh(light=FALSE) |>
 rasterize_scene(light_info = lights_quad)
}

R 3D Model

Description

3D obj model of R logo (created from the R SVG logo with the raybevel package), to be used with obj_model()

Usage

r_obj(simple_r = FALSE)

Arguments

simple_r

Default FALSE. If TRUE, this will return a 3D R (instead of the R logo).

Value

File location of the 3d_r_logo.obj file (saved with a .txt extension)

Examples

#Load and render the included example R object file.
if(run_documentation()) {
obj_mesh(r_obj()) |> 
  rasterize_scene(lookfrom = c(0, 1, 10),
                  fov=7,light_info = directional_light(c(1,1,1)))
}

Rasterize Lines

Description

Render a 3D scene made out of lines using a software rasterizer.

Usage

rasterize_lines(
  line_info = NULL,
  filename = NA,
  width = 800,
  height = 800,
  alpha_line = 1,
  parallel = TRUE,
  fov = 20,
  lookfrom = c(0, 0, 10),
  lookat = NULL,
  camera_up = c(0, 1, 0),
  color = "red",
  background = "black",
  debug = "none",
  near_plane = 0.1,
  far_plane = 100,
  block_size = 4,
  ortho_dimensions = c(1, 1),
  bloom = FALSE,
  antialias_lines = TRUE
)

Arguments

line_info

The mesh object.

filename

Default NULL. Filename to save the image. If NULL, the image will be plotted.

width

Default 400. Width of the rendered image.

height

Default 400. Width of the rendered image.

alpha_line

Default 1. Line transparency.

parallel

Default TRUE. Whether to use parallel processing.

fov

Default 20. Width of the rendered image.

lookfrom

Default c(0,0,10). Camera location.

lookat

Default NULL. Camera focal position, defaults to the center of the model.

camera_up

Default c(0,1,0). Camera up vector.

color

Default darkred. Color of model if no material file present (or for faces using the default material).

background

Default white. Background color.

debug

Default "none".

near_plane

Default 0.1.

far_plane

Default 100.

block_size

Default 4.

ortho_dimensions

Default c(1,1). Width and height of the orthographic camera. Will only be used if fov = 0.

bloom

Default FALSE. Whether to apply bloom to the image. If TRUE, this performs a convolution of the HDR image of the scene with a sharp, long-tailed exponential kernel, which does not visibly affect dimly pixels, but does result in emitters light slightly bleeding into adjacent pixels.

antialias_lines

Default TRUE. Whether to anti-alias lines in the scene.

Value

Rasterized image.

Examples

if(run_documentation()) {
#Generate a cube out of lines
cube_outline = generate_line(start = c(-1, -1, -1), end = c(-1, -1, 1)) |>
  add_lines(generate_line(start = c(-1, -1, -1), end = c(-1, 1, -1))) |>
  add_lines(generate_line(start = c(-1, -1, -1), end = c(1, -1, -1))) |>
  add_lines(generate_line(start = c(-1, -1, 1), end = c(-1, 1, 1))) |>
  add_lines(generate_line(start = c(-1, -1, 1), end = c(1, -1, 1))) |>
  add_lines(generate_line(start = c(-1, 1, 1), end = c(-1, 1, -1))) |>
  add_lines(generate_line(start = c(-1, 1, 1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(1, 1, -1), end = c(1, -1, -1))) |>
  add_lines(generate_line(start = c(1, 1, -1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(1, -1, -1), end = c(1, -1, 1))) |>
  add_lines(generate_line(start = c(1, -1, 1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(-1, 1, -1), end = c(1, 1, -1)))
rasterize_lines(cube_outline,fov=90,lookfrom=c(0,0,3))
}
if(run_documentation()) {
#Scale the cube uniformly
scaled_cube = color_lines(scale_lines(cube_outline,scale=0.5),color="red")
rasterize_lines(add_lines(cube_outline,scaled_cube),fov=90,lookfrom=c(0,0,3))
}
if(run_documentation()) {
#Scale the cube non-uniformly
scaled_cube = color_lines(scale_lines(cube_outline,scale=c(0.8,2,0.4)),color="red")
rasterize_lines(add_lines(cube_outline,scaled_cube),fov=60,lookfrom=c(3,3,3))
}

Rasterize Scene

Description

Render a 3D scene with meshes, lights, and lines using a software rasterizer.

Usage

rasterize_scene(
  scene,
  filename = NA,
  width = 800,
  height = 800,
  line_info = NULL,
  alpha_line = 1,
  parallel = TRUE,
  plot = is.na(filename),
  fov = 20,
  lookfrom = c(0, 0, 10),
  lookat = NULL,
  camera_up = c(0, 1, 0),
  fsaa = 2,
  light_info = directional_light(),
  color = "red",
  type = "diffuse",
  background = "black",
  tangent_space_normals = TRUE,
  shadow_map = TRUE,
  shadow_map_bias = 0.003,
  shadow_map_intensity = 0,
  shadow_map_dims = NULL,
  ssao = FALSE,
  ssao_intensity = 10,
  ssao_radius = 0.1,
  tonemap = "none",
  debug = "none",
  near_plane = 0.1,
  far_plane = 100,
  shader = "default",
  block_size = 4,
  shape = NULL,
  line_offset = 1e-05,
  ortho_dimensions = c(1, 1),
  bloom = FALSE,
  antialias_lines = TRUE,
  environment_map = "",
  background_sharpness = 1,
  verbose = FALSE,
  vertex_transform = NULL,
  validate_scene = TRUE
)

Arguments

scene

The scene object.

filename

Default NULL. Filename to save the image. If NULL, the image will be plotted.

width

Default 400. Width of the rendered image.

height

Default 400. Width of the rendered image.

line_info

Default NULL. Matrix of line segments to add to the scene. Number of rows must be a multiple of 2.

alpha_line

Default 1. Line transparency.

parallel

Default TRUE. Whether to use parallel processing.

plot

Default is.na(filename). Whether to plot the image.

fov

Default 20. Width of the rendered image.

lookfrom

Default c(0,0,10). Camera location.

lookat

Default NULL. Camera focal position, defaults to the center of the model.

camera_up

Default c(0,1,0). Camera up vector.

fsaa

Default 2. Full screen anti-aliasing multiplier. Must be positive integer, higher numbers will improve anti-aliasing quality but will vastly increase memory usage.

light_info

Default directional_light(). Description of scene lights, generated with the point_light() and directional_light() functions.

color

Default darkred. Color of model if no material file present (or for faces using the default material).

type

Default diffuse. Shader type. Other options: vertex (Gouraud shading), phong, and color (no lighting).

background

Default white. Background color.

tangent_space_normals

Default TRUE.

shadow_map

Default FALSE.

shadow_map_bias

Default 0.005.

shadow_map_intensity

Default 0.5.

shadow_map_dims

Default NULL.

ssao

Default FALSE. Whether to add screen-space ambient occlusion (SSAO) to the render.

ssao_intensity

Default 10. Intensity of the shadow map.

ssao_radius

Default 0.1. Radius to use when calculating the SSAO term.

tonemap

Default "none".

debug

Default "none".

near_plane

Default 0.1.

far_plane

Default 100.

shader

Default "default".

block_size

Default 4.

shape

Default NULL. The shape to render in the OBJ mesh.

line_offset

Default 0.0001. Amount to offset lines towards camera to prevent z-fighting.

ortho_dimensions

Default c(1,1). Width and height of the orthographic camera. Will only be used if fov = 0.

bloom

Default FALSE. Whether to apply bloom to the image. If TRUE, this performs a convolution of the HDR image of the scene with a sharp, long-tailed exponential kernel, which does not visibly affect dimly pixels, but does result in emitters light slightly bleeding into adjacent pixels.

antialias_lines

Default TRUE. Whether to anti-alias lines in the scene.

environment_map

Default "". Image file to use as a texture for all reflective and refractive materials in the scene, along with the background.

background_sharpness

Default 1.0. A number greater than zero but less than one indicating the sharpness of the background image.

verbose

Default FALSE. Prints out timing information.

vertex_transform

Default NULL. A function that transforms the vertex locations, based on their location. Function should takes a length-3 numeric vector and returns another length-3 numeric vector as the output.

validate_scene

Default TRUE. Whether to validate the scene input.

Value

Rasterized image.

Examples

if(run_documentation()) {
#Let's load the cube OBJ file included with the package

rasterize_scene(cube_mesh(),lookfrom=c(2,4,10), 
              light_info = directional_light(direction=c(0.5,1,0.7)))
}
if(run_documentation()) {
#Flatten the cube, translate downwards, and set to grey
base_model = cube_mesh() |>
 scale_mesh(scale=c(5,0.2,5)) |>
 translate_mesh(c(0,-0.1,0)) |>
 set_material(diffuse="grey80") 
 
rasterize_scene(base_model, lookfrom=c(2,4,10), 
              light_info = directional_light(direction=c(0.5,1,0.7)))
}
if(run_documentation()) {           
#load the R OBJ file, scale it down, color it blue, and add it to the grey base
r_model = obj_mesh(r_obj(simple_r = TRUE)) |>
 scale_mesh(scale=0.5) |>
 set_material(diffuse="dodgerblue") |>
 add_shape(base_model)
 
rasterize_scene(r_model, lookfrom=c(2,4,10), 
              light_info = directional_light(direction=c(0.5,1,0.7)))
}
if(run_documentation()) {
#Zoom in and reduce the shadow mapping intensity
rasterize_scene(r_model, lookfrom=c(2,4,10), fov=10,shadow_map = TRUE, shadow_map_intensity=0.3,
              light_info = directional_light(direction=c(0.5,1,0.7)))
}
if(run_documentation()) {
#Include the resolution (4x) of the shadow map for less pixellation around the edges
#Also decrease the shadow_map_bias slightly to remove the "peter panning" floating shadow effect
rasterize_scene(r_model, lookfrom=c(2,4,10), fov=10,
              shadow_map_dims=4, 
              light_info = directional_light(direction=c(0.5,1,0.7)))
}
if(run_documentation()) {
#Add some more directional lights and change their color
lights = directional_light(c(0.7,1.1,-0.9),color = "orange",intensity = 1) |>
           add_light(directional_light(c(0.7,1,1),color = "dodgerblue",intensity = 1)) |>
           add_light(directional_light(c(2,4,10),color = "white",intensity = 0.5))
rasterize_scene(r_model, lookfrom=c(2,4,10), fov=10,
              light_info = lights)
}
if(run_documentation()) {
#Add some point lights
lights_p = lights |>
 add_light(point_light(position=c(-1,1,0),color="red", intensity=2)) |>
 add_light(point_light(position=c(1,1,0),color="purple", intensity=2)) 
rasterize_scene(r_model, lookfrom=c(2,4,10), fov=10,
              light_info = lights_p)
}
if(run_documentation()) {
#change the camera position
rasterize_scene(r_model, lookfrom=c(-2,2,-10), fov=10,
              light_info = lights_p)
}
if(run_documentation()) {
              
#Add a spiral of lines around the model by generating a matrix of line segments
t = seq(0,8*pi,length.out=361)
line_mat = matrix(nrow=0,ncol=9)

for(i in 1:360) {
  line_mat = add_lines(line_mat,
                      generate_line(start = c(0.5*sin(t[i]), t[i]/(8*pi), 0.5*cos(t[i])),
                                    end  = c(0.5*sin(t[i+1]), t[i+1]/(8*pi), 0.5*cos(t[i+1]))))
}

rasterize_scene(r_model, lookfrom=c(2,4,10), fov=10, line_info = line_mat,
              light_info = lights)
}

Load an OBJ file

Description

Loads an OBJ file and return a ray_mesh list structure. No processing is done on the object other than loading it (unlike obj_model()).

Usage

read_obj(filename, materialspath = NULL)

Arguments

filename

Filename of the OBJ file.

materialspath

Directory where the MTL file is located. Defaults to the directory of filename.

Value

ray_mesh list object #Load an arrow OBJ sphere = read_obj(system.file("extdata", "arrow.txt", package="rayvertex"))


Rotate Lines

Description

Rotate Lines

Usage

rotate_lines(
  lines,
  angle = c(0, 0, 0),
  pivot_point = c(0, 0, 0),
  order_rotation = c(1, 2, 3)
)

Arguments

lines

The existing line scene.

angle

Default c(0,0,0). The rotation amount for the x/y/z axes, in degrees.

pivot_point

Default c(0,0,0). The pivot point of the rotation.

order_rotation

Default c(1,2,3). The order in which to perform the rotations.#'

Value

Rotated lines.

Examples

if(run_documentation()) {
#Generate a cube out of lines
cube_outline = generate_line(start = c(-1, -1, -1), end = c(-1, -1, 1)) |>
  add_lines(generate_line(start = c(-1, -1, -1), end = c(-1, 1, -1))) |>
  add_lines(generate_line(start = c(-1, -1, -1), end = c(1, -1, -1))) |>
  add_lines(generate_line(start = c(-1, -1, 1), end = c(-1, 1, 1))) |>
  add_lines(generate_line(start = c(-1, -1, 1), end = c(1, -1, 1))) |>
  add_lines(generate_line(start = c(-1, 1, 1), end = c(-1, 1, -1))) |>
  add_lines(generate_line(start = c(-1, 1, 1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(1, 1, -1), end = c(1, -1, -1))) |>
  add_lines(generate_line(start = c(1, 1, -1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(1, -1, -1), end = c(1, -1, 1))) |>
  add_lines(generate_line(start = c(1, -1, 1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(-1, 1, -1), end = c(1, 1, -1)))
rasterize_lines(cube_outline,lookfrom=c(0,6,10))
}
if(run_documentation()) {
#Rotate the cube 30 degrees around the y-axis
rotated_cube = color_lines(rotate_lines(cube_outline,angle=c(0,30,0)),color="red")
rasterize_lines(add_lines(cube_outline,rotated_cube),lookfrom=c(0,6,10))
}
if(run_documentation()) {
#Rotate the cube 30 degrees around each axis, in this order: x,y,z
rotated_cube = color_lines(rotate_lines(cube_outline,angle=c(30,30,30)),color="red")
rasterize_lines(add_lines(cube_outline,rotated_cube),lookfrom=c(0,6,10))
}
if(run_documentation()) {
#Rotate the cube 30 degrees around each axis, in this order: z,y,x
rotated_cube = color_lines(rotate_lines(cube_outline,angle=c(30,30,30), 
                           order_rotation = c(3,2,1)),color="red")
rasterize_lines(add_lines(cube_outline,rotated_cube),lookfrom=c(0,6,10))
}

Rotate Mesh

Description

Rotate Mesh

Usage

rotate_mesh(
  mesh,
  angle = c(0, 0, 0),
  pivot_point = c(0, 0, 0),
  order_rotation = c(1, 2, 3)
)

Arguments

mesh

The mesh.

angle

Default c(0,0,0). The rotation amount for the x/y/z axes, in degrees.

pivot_point

Default c(0,0,0). The pivot point of the rotation.

order_rotation

Default c(1,2,3). The order in which to perform the rotations.

Value

Rotated Mesh

Examples

if(run_documentation()) {
#Rotate a mesh in the Cornell box
robj = obj_mesh(r_obj(), scale=150,angle=c(0,180,0))

generate_cornell_mesh() |>
add_shape(rotate_mesh(translate_mesh(robj,c(400,100,155)),c(0,30,0), 
                      pivot_point=c(400,100,155))) |>
add_shape(rotate_mesh(translate_mesh(robj,c(555/2,200,555/2)),c(-30,60,30), 
                      pivot_point=c(555/2,200,555/2))) |>
add_shape(rotate_mesh(translate_mesh(robj,c(155,300,400)),c(-30,60,30), 
                      pivot_point=c(155,300,400), order_rotation=c(3,2,1))) |>
rasterize_scene(light_info=directional_light(direction=c(0.1,0.6,-1)))
}

Run Documentation

Description

This function determines if the examples are being run in pkgdown. It is not meant to be called by the user.

Usage

run_documentation()

Value

Boolean value.

Examples

# See if the documentation should be run.
run_documentation()

Scale Lines

Description

Scale Lines

Usage

scale_lines(lines, scale = 1)

Arguments

lines

The line scene.

scale

Default c(1,1,1). The scale amount, per axis.

Value

Scaled line matrix.

Examples

if(run_documentation()) {
#Generate a cube out of lines
cube_outline = generate_line(start = c(-1, -1, -1), end = c(-1, -1, 1)) |>
  add_lines(generate_line(start = c(-1, -1, -1), end = c(-1, 1, -1))) |>
  add_lines(generate_line(start = c(-1, -1, -1), end = c(1, -1, -1))) |>
  add_lines(generate_line(start = c(-1, -1, 1), end = c(-1, 1, 1))) |>
  add_lines(generate_line(start = c(-1, -1, 1), end = c(1, -1, 1))) |>
  add_lines(generate_line(start = c(-1, 1, 1), end = c(-1, 1, -1))) |>
  add_lines(generate_line(start = c(-1, 1, 1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(1, 1, -1), end = c(1, -1, -1))) |>
  add_lines(generate_line(start = c(1, 1, -1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(1, -1, -1), end = c(1, -1, 1))) |>
  add_lines(generate_line(start = c(1, -1, 1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(-1, 1, -1), end = c(1, 1, -1)))
rasterize_lines(cube_outline,fov=90,lookfrom=c(0,0,3))
}
if(run_documentation()) {
#Scale the cube uniformly
scaled_cube = color_lines(scale_lines(cube_outline,scale=0.5),color="red")
rasterize_lines(add_lines(cube_outline,scaled_cube),fov=90,lookfrom=c(0,0,3))
}
if(run_documentation()) {
#Scale the cube non-uniformly
scaled_cube = color_lines(scale_lines(cube_outline,scale=c(0.8,2,0.4)),color="red")
rasterize_lines(add_lines(cube_outline,scaled_cube),fov=60,lookfrom=c(3,3,3))
}

Scale Mesh

Description

Scale Mesh

Usage

scale_mesh(mesh, scale = 1, center = c(0, 0, 0))

Arguments

mesh

The mesh.

scale

Default c(1,1,1). The scale amount, per axis.

center

Default c(0,0,0). The center of the scale.

Value

Scaled mesh

Examples

if(run_documentation()) {
#Scale a mesh in the Cornell box
robj = obj_mesh(r_obj(), scale=150,angle=c(0,180,0))

generate_cornell_mesh() |>
add_shape(scale_mesh(translate_mesh(robj,c(400,100,155)),0.5, center=c(400,100,155))) |>
add_shape(scale_mesh(translate_mesh(robj,c(555/2,200,555/2)),1.5, center=c(555/2,200,555/2))) |>
add_shape(scale_mesh(translate_mesh(robj,c(55,300,400)),c(0.5,2,0.5), center=c(155,300,400))) |>
rasterize_scene(light_info=directional_light(direction=c(0.1,0.6,-1)))
}

Scale Mesh to Unit Bounding Box

Description

Scale Mesh to Unit Bounding Box

Usage

scale_unit_mesh(mesh, center_mesh = FALSE)

Arguments

mesh

The mesh.

center_mesh

Default FALSE. Whether to center the mesh at the origin after scaling.

Value

Scaled mesh

Examples

if(run_documentation()) {
#Scale the Cornell box (and contents) down to the unit box.
robj = obj_mesh(r_obj(), scale=150,angle=c(0,180,0))

generate_cornell_mesh() |>
add_shape(scale_mesh(translate_mesh(robj,c(400,100,155)),0.5, center=c(400,100,155))) |>
add_shape(scale_mesh(translate_mesh(robj,c(555/2,200,555/2)),1.5, center=c(555/2,200,555/2))) |>
add_shape(scale_mesh(translate_mesh(robj,c(55,300,400)),c(0.5,2,0.5), center=c(155,300,400))) |>
scale_unit_mesh(center_mesh = TRUE) |> 
rasterize_scene(light_info=directional_light(direction=c(0.1,0.6,-1)), 
                lookfrom = c(0,0,-2), lookat=c(0,0,0))
}

Scene From List

Description

Fast generation of rayvertex scenes from a list of objects (much faster than calling add_shape() on each object individually to build the scene). This returns a ray_scene object that cdoes

Usage

scene_from_list(scene_list)

Arguments

scene_list

List containing rayvertex mesh objects.

Value

ray_scene containing mesh info.

Examples

if(run_documentation()) {
 #Build a scene out of cubes including 87 * 61 = 5307 objects
 scene = list()
 volcol = rainbow(103)
 counter = 1
 for(i in 1:nrow(volcano)) {
   for(j in 1:ncol(volcano)) {
     scene[[counter]] = cube_mesh(position = c(i,(volcano[i,j]-94),j), 
                                  material = material_list(diffuse = volcol[volcano[i,j]-92],
                                                           ambient = volcol[volcano[i,j]-92],
                                                           ambient_intensity = 0.2))
     counter = counter + 1
   }
 }
 #Quickly generate the 
 new_scene = scene_from_list(scene)
 new_scene |> 
   rotate_mesh(c(0,10,0), pivot_point = c(44,0,31)) |> 
   add_shape(xz_rect_mesh(position=c(44,0,31),scale=500,
                          material = material_list(diffuse="lightblue",
                                                   ambient = "lightblue",
                                                   ambient_intensity = 0.2))) |> 
   rasterize_scene(lookfrom=c(500,500,500), lookat = c(44.00, 40.50, 31.00),
                   width=800,height=800, fov=0, ortho_dimensions = c(140,140),
                   light_info = directional_light(c(-0.6,1,0.6)))
}

Segment 3D Model

Description

Segment 3D Model

Usage

segment_mesh(
  start = c(0, -1, 0),
  end = c(0, 1, 0),
  radius = 0.5,
  direction = NA,
  from_center = TRUE,
  square = FALSE,
  material = material_list()
)

Arguments

start

Default c(0, 0, 0). Base of the segment, specifying x, y, z.

end

Default c(0, 1, 0). End of the segment, specifying x, y, z.

radius

Default 0.5. Radius of the cylinder.

direction

Default NA. Alternative to start and end, specify the direction (via a length-3 vector) of the arrow. Arrow will be centered at start, and the length will be determined by the magnitude of the direction vector.

from_center

Default TRUE. If orientation specified via direction, setting this argument to FALSE will make start specify the bottom of the cone, instead of the middle.

square

Default FALSE. If TRUE, will use a square instead of a circle for the cylinder.

material

Default material_list() (default values). Specify the material of the object.

Value

List describing the mesh.

Examples

if(run_documentation()) {
#Generate a segment in the cornell box. 
generate_cornell_mesh() |>
  add_shape(segment_mesh(start = c(100, 100, 100), end = c(455, 455, 455), radius = 50)) |>
  rasterize_scene(light_info = directional_light(c(0,0.5,-1)))
}
if(run_documentation()) {
# Draw a line graph representing a normal distribution, but with metal:
xvals = seq(-3, 3, length.out = 30)
yvals = dnorm(xvals)

scene_list = list()
for(i in 1:(length(xvals) - 1)) {
  scene_list = add_shape(scene_list, 
                         segment_mesh(start = c(555/2 + xvals[i] * 80, yvals[i] * 800, 555/2),
                            end = c(555/2 + xvals[i + 1] * 80, yvals[i + 1] * 800, 555/2),
                            radius = 10,
                            material = material_list(diffuse="purple", type="phong")))
}

generate_cornell_mesh() |> 
  add_shape(scene_list) |>
  rasterize_scene(light_info = directional_light(c(0,0.5,-1)))
}
if(run_documentation()) {
#Draw the outline of a cube:

cube_outline = segment_mesh(start = c(100, 100, 100), end = c(100, 100, 455), radius = 10) |>
  add_shape(segment_mesh(start = c(100, 100, 100), end = c(100, 455, 100), radius = 10)) |>
  add_shape(segment_mesh(start = c(100, 100, 100), end = c(455, 100, 100), radius = 10)) |>
  add_shape(segment_mesh(start = c(100, 100, 455), end = c(100, 455, 455), radius = 10)) |>
  add_shape(segment_mesh(start = c(100, 100, 455), end = c(455, 100, 455), radius = 10)) |>
  add_shape(segment_mesh(start = c(100, 455, 455), end = c(100, 455, 100), radius = 10)) |>
  add_shape(segment_mesh(start = c(100, 455, 455), end = c(455, 455, 455), radius = 10)) |>
  add_shape(segment_mesh(start = c(455, 455, 100), end = c(455, 100, 100), radius = 10)) |>
  add_shape(segment_mesh(start = c(455, 455, 100), end = c(455, 455, 455), radius = 10)) |>
  add_shape(segment_mesh(start = c(455, 100, 100), end = c(455, 100, 455), radius = 10)) |>
  add_shape(segment_mesh(start = c(455, 100, 455), end = c(455, 455, 455), radius = 10)) |>
  add_shape(segment_mesh(start = c(100, 455, 100), end = c(455, 455, 100), radius = 10))

generate_cornell_mesh() |>
  add_shape(set_material(cube_outline,diffuse="dodgerblue",type="phong")) |>
  rasterize_scene(light_info = directional_light(c(0,0.5,-1)))
  }
if(run_documentation()) {
#Shrink and rotate the cube
generate_cornell_mesh() |>
  add_shape(
    scale_mesh(rotate_mesh(set_material(cube_outline,diffuse="dodgerblue",type="phong"),
                angle=c(45,45,45), pivot_point=c(555/2,555/2,555/2)),0.5,
                center=c(555/2,555/2,555/2))) |>
  rasterize_scene(light_info = directional_light(c(0,0.5,-1)))
}

Set Material

Description

Set the material(s) of the mesh.

Usage

set_material(
  mesh,
  material = NULL,
  id = NULL,
  diffuse = c(0.5, 0.5, 0.5),
  ambient = c(0, 0, 0),
  specular = c(1, 1, 1),
  transmittance = c(0, 0, 0),
  emission = c(0, 0, 0),
  shininess = 50,
  ior = 1,
  dissolve = 1,
  illum = 1,
  texture_location = "",
  normal_texture_location = "",
  bump_texture_location = "",
  specular_texture_location = "",
  ambient_texture_location = "",
  emissive_texture_location = "",
  diffuse_intensity = 1,
  bump_intensity = 1,
  specular_intensity = 1,
  emission_intensity = 1,
  ambient_intensity = 1,
  culling = "back",
  type = "diffuse",
  translucent = TRUE,
  toon_levels = 5,
  toon_outline_width = 0.05,
  toon_outline_color = "black",
  reflection_intensity = 0,
  reflection_sharpness = 0,
  two_sided = FALSE
)

Arguments

mesh

The target mesh.

material

Default NULL. You can pass the output of the material_list() function to specify the material, or use the following individual settings.

id

Default 1. Either a number specifying the material to change, or a character vector matching the material name.

diffuse

Default c(0.5,0.5,0.5). The diffuse color.

ambient

Default c(0,0,0). The ambient color.

specular

Default c(1,1,1). The specular color.

transmittance

Default c(0,0,0). The transmittance.

emission

Default c(0,0,0). The emissive color.

shininess

Default 50.0. The shininess exponent.

ior

Default 1.0. The index of refraction. If this is not equal to 1.0, the material will be refractive.

dissolve

Default 1.0. The transparency.

illum

Default 1.0. The illumination.

texture_location

Default "". The diffuse texture location.

normal_texture_location

Default "". The normal texture location.

bump_texture_location

Default "". The bump texture location.

specular_texture_location

Default "". The specular texture location.

ambient_texture_location

Default "". The ambient texture location.

emissive_texture_location

Default "". The emissive texture location.

diffuse_intensity

Default 1. The diffuse intensity.

bump_intensity

Default 1. The bump intensity.

specular_intensity

Default 1. The specular intensity.

emission_intensity

Default 1. The emission intensity.

ambient_intensity

Default 1. The ambient intensity.

culling

Default "back". The culling type. Options are back, front, and none.

type

Default "diffuse". The shader type. Options include diffuse,phong,vertex, and color.

translucent

Default TRUE. Whether light should transmit through a semi-transparent material.

toon_levels

Default 5. Number of color breaks in the toon shader.

toon_outline_width

Default 0.05. Expansion term for model to specify toon outline width. Note: setting this property via this function currently does not generate outlines. Specify it during object creation.

toon_outline_color

Default black. Toon outline color. Note: setting this property via this function currently does not color outlines. Specify it during object creation.

reflection_intensity

Default 0.0. Intensity of the reflection of the environment map, if present. This will be ignored if the material is refractive.

reflection_sharpness

Default 1.0. Sharpness of the reflection, where lower values have blurrier reflections. Must be greater than zero and less than one.

two_sided

Default NULL. Whether diffuse materials should be two sided (normal is taken as the absolute value of the dot product of the light direction and the normal).

Value

Shape with new material

Examples

if(run_documentation()) {
#Set the material of an object
generate_cornell_mesh() |>
 add_shape(set_material(sphere_mesh(position=c(400,555/2,555/2),radius=40), 
                        diffuse="purple", type="phong")) |>
 add_shape(set_material(sphere_mesh(position=c(555/2,220,555/2),radius=40),
                        dissolve=0.2,culling="none",diffuse="red")) |>
 add_shape(set_material(sphere_mesh(position=c(155,300,555/2),radius=60), 
                        material = material_list(diffuse="gold", type="phong", 
                                                 ambient="gold", ambient_intensity=0.4))) |>
 rasterize_scene(light_info=directional_light(direction=c(0.1,0.6,-1)))
 }

Calculate Smooth Mesh Normals

Description

Calculate Smooth Mesh Normals

Usage

smooth_normals_mesh(mesh, id = NA)

Arguments

mesh

The mesh.

id

Default NA (all shapes). The shape index to have new normals calculated.

Value

Mesh with new vertex normals

Examples

if(run_documentation()) {
 #Let's construct a mesh from the volcano dataset
 #Build the vertex matrix
  vertex_list = list()
  counter = 1
  for(i in 1:nrow(volcano)) {
    for(j in 1:ncol(volcano)) {
      vertex_list[[counter]] = matrix(c(j,volcano[i,j],i), ncol=3)
      counter = counter + 1
    }
  }
  vertices = do.call(rbind,vertex_list)
  
  #Build the index matrix
  index_list = list()
  counter = 0
  for(i in 1:(nrow(volcano)-1)) {
    for(j in 1:(ncol(volcano)-1)) {
      index_list[[counter+1]] = matrix(c(counter,counter+ncol(volcano),counter+1,
                                         counter+ncol(volcano),counter+ncol(volcano)+1,counter + 1), 
                                       nrow=2, ncol=3, byrow=TRUE)
      counter = counter + 1
    }
    counter = counter + 1
  }
  indices = do.call(rbind,index_list)
  #Construct the mesh
  volc_mesh = construct_mesh(vertices = vertices, indices = indices,
                             material = material_list(type="diffuse", diffuse="darkred", 
                                                      ambient = "darkred", ambient_intensity=0.2))
  #Rasterize the no-normal scene
  scale_mesh(volc_mesh, scale = c(1,1/3,1)) |> 
    center_mesh() |> 
    rasterize_scene(lookfrom=c(-50,50,100),lookat=c(7,-15,0), fov=40,width=800,height=800,
                    light_info = directional_light(c(0,1,1)) |>
                      add_light(directional_light(c(1,1,-1))))
                      
  #Smooth the mesh
  volc_mesh_smooth = smooth_normals_mesh(volc_mesh)
  
  #Rasterize the scene
  scale_mesh(volc_mesh_smooth, scale = c(1,1/3,1)) |> 
    center_mesh() |> 
    rasterize_scene(lookfrom=c(-50,50,100),lookat=c(7,-15,0), fov=40,width=800,height=800,
                    light_info = directional_light(c(0,1,1)) |>
                      add_light(directional_light(c(1,1,-1))))
}

Sphere 3D Model

Description

Sphere 3D Model

Usage

sphere_mesh(
  position = c(0, 0, 0),
  scale = c(1, 1, 1),
  angle = c(0, 0, 0),
  pivot_point = c(0, 0, 0),
  order_rotation = c(1, 2, 3),
  radius = 1,
  low_poly = FALSE,
  normals = TRUE,
  material = material_list()
)

Arguments

position

Default c(0,0,0). Position of the mesh.

scale

Default c(1,1,1). Scale of the mesh. Can also be a single numeric value scaling all axes uniformly.

angle

Default c(0,0,0). Angle to rotate the mesh.

pivot_point

Default c(0,0,0). Point around which to rotate the mesh.

order_rotation

Default c(1,2,3). Order to rotate the axes.

radius

Default 1. Radius of the sphere.

low_poly

Default FALSE. If TRUE, will use a low-poly sphere.

normals

Default TRUE. Whether to include vertex normals.

material

Default material_list() (default values). Specify the material of the object.

Value

List describing the mesh.

Examples

if(run_documentation()) {
#Generate a sphere in the Cornell box.
generate_cornell_mesh() |>
  add_shape(sphere_mesh(position = c(555/2, 555/2, 555/2), radius = 100)) |>
  rasterize_scene(light_info = directional_light(c(0,0.5,-1)))
}
if(run_documentation()) {
#Generate a shiny sphere in the Cornell box
generate_cornell_mesh() |>
  add_shape(sphere_mesh(position = c(555/2, 100, 555/2), radius = 100, 
                    material = material_list(diffuse = "gold",type="phong"))) |>
  rasterize_scene(light_info = directional_light(c(0.5,0.5,-1)))
}
if(run_documentation()) {
#Generate an ellipsoid in the Cornell box
generate_cornell_mesh() |>
  add_shape(sphere_mesh(position = c(555/2, 210, 555/2), radius = 100, 
                        angle=c(0,30,0), scale = c(0.5,2,0.5),
                        material = material_list(diffuse = "dodgerblue",type="phong"))) |>
  rasterize_scene(light_info = directional_light(c(0.5,0.5,-1)))
}

Subdivide Mesh

Description

Applies Loop subdivision to the scene (or selected meshes).

Usage

subdivide_mesh(
  scene,
  id = NA,
  subdivision_levels = 2,
  simple = FALSE,
  normals = TRUE,
  verbose = FALSE
)

Arguments

scene

The scene to subdivide.

id

Default NA, all shapes. The index of which shape to subdivide.

subdivision_levels

Default 1. Number of Loop subdivisions to be applied to the mesh.

simple

Default FALSE. Whether to use simple subdivision, which does not change the appearance of the mesh but does create a finer mesh.

normals

Default TRUE. Whether to calculate subdivided vertex normals.

verbose

Default FALSE.

Value

Scene with shape added.

Examples

if(run_documentation()) {
#Subdivide the included R mesh
obj_mesh(r_obj(),position=c(-0.5,0,0)) |> 
  add_shape(subdivide_mesh(obj_mesh(r_obj(),position=c(0.5,0,0)),
                           subdivision_levels = 2)) |> 
  rasterize_scene(light_info = directional_light(direction=c(0.2,0.5,1)),fov=13)
}

Swap Y/Z Axis

Description

Swap Y/Z Axis

Usage

swap_yz(mesh)

Arguments

mesh

A raymesh object.

Value

Mesh with Y and Z axis exchanged

Examples

# Flip a mesh that's originally aligned along the y-axis
if(run_documentation()) {
cyl_mat = material_list(ambient="red", ambient_intensity=0.3, 
                        diffuse="red", diffuse_intensity=0.7)
change_material(cylinder_mesh(length = 3, position=c(0,2,0), material = cyl_mat),
                diffuse="green", ambient="green") |> 
  add_shape(swap_yz(cylinder_mesh(position=c(0,2,0), length=3, material = cyl_mat))) |> 
  rasterize_scene(lookfrom=c(10,10,10), lookat=c(0,0,0), fov=40,
                  light_info = directional_light(c(1,1,-1)),
                  line_info = generate_line(end=c(10,0,0)) |> 
                  add_lines(generate_line(end=c(0,10,0),color="green")) |> 
                  add_lines(generate_line(end=c(0,0,10),color="red")))
}

Text Object

Description

Text Object

Usage

text3d_mesh(
  label,
  position = c(0, 0, 0),
  text_height = 1,
  orientation = "xy",
  color = "black",
  angle = c(0, 0, 0),
  pivot_point = c(0, 0, 0),
  order_rotation = c(1, 2, 3),
  scale = c(1, 1, 1)
)

Arguments

label

Text string.

position

Default c(0,0,0). Position of the mesh.

text_height

Default 1. Height of the text.

orientation

Default xy. Orientation of the plane. Other options are yz and xz.

color

Default black. Text color.

angle

Default c(0,0,0). Angle to rotate the mesh.

pivot_point

Default c(0,0,0). Point around which to rotate the mesh.

order_rotation

Default c(1,2,3). Order to rotate the axes.

scale

Default c(1,1,1). Scale of the mesh. Can also be a single numeric value scaling all axes uniformly.

Value

List describing the mesh.

Examples

if(run_documentation()) {
#Generate a label in the Cornell box.
generate_cornell_mesh() |> 
  add_shape(text3d_mesh(label="Cornell Box", position=c(555/2,555/2,555/2),angle=c(0,180,0),
  text_height=60)) |> 
  rasterize_scene(light_info = directional_light(c(0.1,0.4,-1)))
  }
if(run_documentation()) {
#Change the orientation
generate_cornell_mesh() |> 
  add_shape(text3d_mesh(label="YZ Plane", position=c(540,555/2,555/2),text_height=100,
                    orientation = "yz",angle=c(0,180,0))) |> 
  add_shape(text3d_mesh(label="XY Plane", position=c(555/2,555/2,540),text_height=100,
                    orientation = "xy", angle=c(0,180,0))) |> 
  add_shape(text3d_mesh(label="XZ Plane", position=c(555/2,15,555/2),text_height=100,
                    orientation = "xz", angle=c(0,0,0))) |> 
  rasterize_scene(light_info = directional_light(c(0.1,0.4,-1)))
  }
if(run_documentation()) {
#Add an label in front of a sphere
generate_cornell_mesh() |> 
  add_shape(text3d_mesh(label="Cornell Box", position=c(555/2,555/2,555/2),text_height=60,
                    color="grey20",angle=c(0,180,0))) |> 
  add_shape(text3d_mesh(label="Sphere", position=c(555/2,100,100),text_height=30,
                    color="white",angle=c(0,180,0))) |> 
  add_shape(sphere_mesh(radius=100,position=c(555/2,100,555/2),
                    material=material_list(diffuse="purple",type="phong"))) |>                  
  rasterize_scene(light_info = directional_light(c(0.1,0.4,-1)))
  }
if(run_documentation()) {
  
#A room full of bees
bee_scene = list()
for(i in 1:100) {
bee_scene = add_shape(bee_scene, text3d_mesh("B", position=c(20+runif(3)*525), 
                                             color="yellow", text_height = 50,
                                             angle=c(0,180,0)))
}
generate_cornell_mesh() |> 
  add_shape(bee_scene) |>                   
  rasterize_scene(light=directional_light(c(0,1,-1)))
}

Torus 3D Model

Description

Torus 3D Model

Usage

torus_mesh(
  position = c(0, 0, 0),
  scale = c(1, 1, 1),
  angle = c(0, 0, 0),
  pivot_point = c(0, 0, 0),
  order_rotation = c(1, 2, 3),
  radius = 0.5,
  ring_radius = 0.2,
  sides = 36,
  rings = 36,
  material = material_list()
)

Arguments

position

Default c(0,0,0). Position of the mesh.

scale

Default c(1,1,1). Scale of the mesh. Can also be a single numeric value scaling all axes uniformly.

angle

Default c(0,0,0). Angle to rotate the mesh.

pivot_point

Default c(0,0,0). Point around which to rotate the mesh.

order_rotation

Default c(1,2,3). Order to rotate the axes.

radius

Default 0.5. The radius of the torus.

ring_radius

Default 0.2. The radius of the ring.

sides

Default 36. The number of faces around the ring when triangulating the torus.

rings

Default 36. The number of faces around the torus.

material

Default material_list() (default values). Specify the material of the object.

Value

List describing the mesh.

Examples

if(run_documentation()) {
#Plot a group of tori in the cornell box
generate_cornell_mesh(ceiling = FALSE) |> 
 add_shape(torus_mesh(position=c(555/2,555/3,555/2), angle=c(20,0,45),
                      radius=120, ring_radius = 40,
                      material = material_list(diffuse="dodgerblue4",type="phong",
                                               ambient="dodgerblue4",ambient_intensity=0.2))) |>
 add_shape(torus_mesh(position=c(400,400,555/2), angle=c(20,200,45),radius=80, ring_radius = 30,
                      material=material_list(diffuse="orange",type="phong",
                                             ambient="orange",ambient_intensity=0.2))) |>
 add_shape(torus_mesh(position=c(150,450,555/2), angle=c(60,180,0),radius=40, ring_radius = 20,
                      material=material_list(diffuse="red",type="phong"))) |>
 rasterize_scene(light_info = directional_light(c(0,1,-2)))
}

Translate Lines

Description

Translate Lines

Usage

translate_lines(lines, position = 1)

Arguments

lines

The line scene.

position

Default c(0,0,0). The translation vector.

Value

Translated line matrix.

Examples

if(run_documentation()) {
#Generate a cube out of lines
cube_outline = generate_line(start = c(-1, -1, -1), end = c(-1, -1, 1)) |>
  add_lines(generate_line(start = c(-1, -1, -1), end = c(-1, 1, -1))) |>
  add_lines(generate_line(start = c(-1, -1, -1), end = c(1, -1, -1))) |>
  add_lines(generate_line(start = c(-1, -1, 1), end = c(-1, 1, 1))) |>
  add_lines(generate_line(start = c(-1, -1, 1), end = c(1, -1, 1))) |>
  add_lines(generate_line(start = c(-1, 1, 1), end = c(-1, 1, -1))) |>
  add_lines(generate_line(start = c(-1, 1, 1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(1, 1, -1), end = c(1, -1, -1))) |>
  add_lines(generate_line(start = c(1, 1, -1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(1, -1, -1), end = c(1, -1, 1))) |>
  add_lines(generate_line(start = c(1, -1, 1), end = c(1, 1, 1))) |>
  add_lines(generate_line(start = c(-1, 1, -1), end = c(1, 1, -1))) 
rasterize_lines(cube_outline,fov=40,lookfrom=c(1,2,10),lookat=c(0,0,0))
}
if(run_documentation()) {
#Scale the cube uniformly
translated_cube = color_lines(translate_lines(cube_outline,c(1,1,1)),"red")
translated_cube2 = color_lines(translate_lines(cube_outline,c(-1,-1,-1)),"green")

cube_outline |>
  add_lines(translated_cube) |>
  add_lines(translated_cube2) |>
  rasterize_lines(fov=40,lookfrom=c(1,2,10),lookat=c(0,0,0))
}

Translate Mesh

Description

Translate Mesh

Usage

translate_mesh(mesh, position = c(0, 0, 0))

Arguments

mesh

The mesh.

position

Default c(0,0,0). The translation vector.

Value

Translated mesh

Examples

if(run_documentation()) {
#Translate a mesh in the Cornell box
robj = obj_mesh(r_obj(), scale=150,angle=c(0,180,0))
generate_cornell_mesh() |>
 add_shape(translate_mesh(robj,c(400,100,155))) |>
 add_shape(translate_mesh(robj,c(555/2,200,555/2))) |>
 add_shape(translate_mesh(robj,c(155,300,400))) |>
 rasterize_scene(light_info=directional_light(direction=c(0.1,0.6,-1)))
}

Validate Mesh Data

Description

This function takes a mesh and validates it. The mesh should be a list with "shapes", "materials", "vertices", "texcoords", "normals", and "material_hashes" entries.

Usage

validate_mesh(mesh, validate_materials = TRUE)

Arguments

mesh

List. A mesh is a list as described above.

validate_materials

Default TRUE. Whether or not to validate "materials".

Value

A mesh.

Shapes

Each "shapes" entry should be a list with "mesh", "name", and "material" entries. Each "mesh" entry should have "indices", "tex_indices", "norm_indices", "material_ids", "has_vertex_tex", and "has_vertex_normals". The indices should not exceed the number of rows in their corresponding vertex/normal/texcoord data. There should be no NA/NaN values in the vertex/normal/texcoord data.

Materials (for rayvertex package only)

Each "materials" entry is expected to be a list with several entries with specific required lengths, as listed below:

Attribute Length Type
diffuse 3 Numeric
ambient 3 Numeric
specular 3 Numeric
transmittance 3 Numeric
emission 3 Numeric
shininess 1 Numeric
ior 1 Numeric
dissolve 1 Numeric
illum 1 Numeric
diffuse_texname 1 Character
normal_texname 1 Character
bump_texname 1 Character
specular_texname 1 Character
ambient_texname 1 Character
emissive_texname 1 Character
diffuse_intensity 1 Numeric
bump_intensity 1 Numeric
specular_intensity 1 Numeric
emission_intensity 1 Numeric
ambient_intensity 1 Numeric
culling 1 Character
type 1 Character
translucent 1 Logical
toon_levels 1 Numeric
toon_outline_width 1 Numeric
toon_outline_color 3 Numeric
reflection_intensity 1 Numeric
reflection_sharpness 1 Numeric
two_sided 1 Logical

Note: This materials validation only applies to the rayvertex package. Other renderers might choose to use their own information in the material list.

Examples

# validate a mesh
mesh = validate_mesh(sphere_mesh())

Write the scene to an OBJ file

Description

Writes the current scene to a Wavefront OBJ file, with or without materials

Usage

write_scene_to_obj(scene, filename, materials = TRUE, fileext = ".obj")

Arguments

scene

A rayvertex scene.

filename

The filename for the OBJ file.

materials

Default TRUE. Whether to write an MTL file to specify the materials for the OBJ.

fileext

Default ".obj". The file extension to add to the filename.

Value

None

Examples

if(run_documentation()) {
tmpfile = tempfile(fileext = ".obj")
write_scene_to_obj(generate_cornell_mesh(), tmpfile)
}

XY Rectangle 3D Model

Description

XY Rectangle 3D Model

Usage

xy_rect_mesh(
  position = c(0, 0, 0),
  scale = c(1, 1, 1),
  angle = c(0, 0, 0),
  pivot_point = c(0, 0, 0),
  order_rotation = c(1, 2, 3),
  material = material_list()
)

Arguments

position

Default c(0,0,0). Position of the mesh.

scale

Default c(1,1,1). Scale of the mesh. Can also be a single numeric value scaling all axes uniformly.

angle

Default c(0,0,0). Angle to rotate the mesh.

pivot_point

Default c(0,0,0). Point around which to rotate the mesh.

order_rotation

Default c(1,2,3). Order to rotate the axes.

material

Default material_list() (default values). Specify the material of the object.

Value

List describing the mesh.

Examples

if(run_documentation()) {
generate_cornell_mesh() |>
  add_shape(xy_rect_mesh(position = c(555/2, 100, 555/2), scale=200,
             material = material_list(diffuse = "purple"),angle=c(0,180,0))) |>
  rasterize_scene(light_info = directional_light(c(0,0.5,-1)))
}
if(run_documentation()) {
#Rotate the plane and scale 
generate_cornell_mesh() |>
  add_shape(xy_rect_mesh(position = c(555/2, 100, 555/2), scale=c(200,100,1), angle=c(0,180,0),
             material = material_list(diffuse = "purple"))) |>
  rasterize_scene(light_info = directional_light(c(0,0.5,-1)))
}

XZ Rectangle 3D Model

Description

XZ Rectangle 3D Model

Usage

xz_rect_mesh(
  position = c(0, 0, 0),
  scale = c(1, 1, 1),
  angle = c(0, 0, 0),
  pivot_point = c(0, 0, 0),
  order_rotation = c(1, 2, 3),
  material = material_list()
)

Arguments

position

Default c(0,0,0). Position of the mesh.

scale

Default c(1,1,1). Scale of the mesh. Can also be a single numeric value scaling all axes uniformly.

angle

Default c(0,0,0). Angle to rotate the mesh.

pivot_point

Default c(0,0,0). Point around which to rotate the mesh.

order_rotation

Default c(1,2,3). Order to rotate the axes.

material

Default material_list() (default values). Specify the material of the object.

Value

List describing the mesh.

Examples

if(run_documentation()) {
generate_cornell_mesh() |>
  add_shape(xz_rect_mesh(position = c(555/2, 100, 555/2), scale=200,
             material = material_list(diffuse = "purple"))) |>
  rasterize_scene(light_info = directional_light(c(0,0.5,-1)))
}
if(run_documentation()) {
#Rotate the plane and scale 
generate_cornell_mesh() |>
  add_shape(xz_rect_mesh(position = c(555/2, 100, 555/2), scale=c(200,1,100), angle=c(0,30,0),
             material = material_list(diffuse = "purple"))) |>
  rasterize_scene(light_info = directional_light(c(0,0.5,-1)))
}

YZ Rectangle 3D Model

Description

YZ Rectangle 3D Model

Usage

yz_rect_mesh(
  position = c(0, 0, 0),
  scale = c(1, 1, 1),
  angle = c(0, 0, 0),
  pivot_point = c(0, 0, 0),
  order_rotation = c(1, 2, 3),
  material = material_list()
)

Arguments

position

Default c(0,0,0). Position of the mesh.

scale

Default c(1,1,1). Scale of the mesh. Can also be a single numeric value scaling all axes uniformly.

angle

Default c(0,0,0). Angle to rotate the mesh.

pivot_point

Default c(0,0,0). Point around which to rotate the mesh.

order_rotation

Default c(1,2,3). Order to rotate the axes.

material

Default material_list() (default values). Specify the material of the object.

Value

List describing the mesh.

Examples

if(run_documentation()) {
generate_cornell_mesh() |>
  add_shape(yz_rect_mesh(position = c(555/2, 100, 555/2), scale=c(200,1,200), angle=c(0,0,0),
             material = material_list(diffuse = "purple"))) |>
  rasterize_scene(light_info = directional_light(c(0,0.5,-1)))
}
if(run_documentation()) {
#Rotate and scale
generate_cornell_mesh() |>
  add_shape(yz_rect_mesh(position = c(555/2, 100, 555/2), scale=c(300,1,200), angle=c(0,45,0),
             material = material_list(diffuse = "purple"))) |>
  rasterize_scene(light_info = directional_light(c(0,0.5,-1)))
}