| Name | Message | Date |
|---|---|---|
| 📄 lib.rs | 3 hours ago | |
| 📄 recording.rs | 2 hours ago | |
| 📄 scene.rs | 2 hours ago | |
| 📄 synth.rs | 2 hours ago |
📄
replay/src/scene.rs
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//! Synthetic scenes with exact, analytic geometry. //! //! Surfaces are simple enough to intersect exactly (ellipsoids, planes) //! yet shaped like the real subject — a head, shoulders, and a backdrop — //! so surfel construction, the virtual camera, the occlusion proxy, and //! the UI can be developed and tested against known ground truth. use glam::Vec3; use rig::Ellipsoid; /// A ray-surface intersection. #[derive(Debug, Clone, Copy, PartialEq)] pub struct Hit { /// Distance along the ray. pub t: f32, /// World-space hit position. pub position: Vec3, /// Unit surface normal at the hit. pub normal: Vec3, /// Surface colour at the hit, RGB in `[0, 1]`. pub color: [f32; 3], } /// A scene surface. #[derive(Debug, Clone, Copy, PartialEq)] pub enum Surface { /// An axis-aligned ellipsoid (sphere with per-axis radii) in a /// single solid colour. Ellipsoid { center: Vec3, radii: Vec3, color: [f32; 3], }, /// An ellipsoid whose left and right flanks carry a distinct tint: /// beyond `tint_from` fractions of the x radius from the centre, /// the colour switches to the side tint. Those flanks are what the /// side webcams see but the center camera barely does — the ground /// truth for the ellipsoid-proxy recolouring. TintedEllipsoid { center: Vec3, radii: Vec3, base: [f32; 3], left_tint: [f32; 3], right_tint: [f32; 3], /// Flank tinting starts beyond this fraction of the x radius, /// in `[0, 1]`. tint_from: f32, }, /// A backdrop plane with a checkerboard pattern, `cell` metres per /// cell (0 disables the pattern: flat colour). CheckerPlane { point: Vec3, normal: Vec3, cell: f32, color_a: [f32; 3], color_b: [f32; 3], }, } impl Surface { /// Intersect `origin + t * dir` with the surface; the nearest hit /// with `t > 0`. /// /// `dir` need not be normalized (as long as the caller compares /// distances consistently, which [`Scene::cast_ray`] does). pub fn intersect(&self, origin: Vec3, dir: Vec3) -> Option<Hit> { match *self { Surface::Ellipsoid { center, radii, color, } => { let ellipsoid = Ellipsoid::new(center, radii); let (t, normal) = ellipsoid.intersect_ray(origin, dir)?; Some(Hit { t, position: origin + dir * t, normal, color, }) } Surface::TintedEllipsoid { center, radii, base, left_tint, right_tint, tint_from, } => { let ellipsoid = Ellipsoid::new(center, radii); let (t, normal) = ellipsoid.intersect_ray(origin, dir)?; let position = origin + dir * t; // Tint by the hit's offset along the local x axis. let dx = (position.x - center.x) / radii.x; let color = if dx < -tint_from { left_tint } else if dx > tint_from { right_tint } else { base }; Some(Hit { t, position, normal, color, }) } Surface::CheckerPlane { point, normal, cell, color_a, color_b, } => { let normal = normal.normalize_or_zero(); let denom = dir.dot(normal); if denom.abs() <= f32::EPSILON { return None; // parallel } let t = (point - origin).dot(normal) / denom; if t <= f32::EPSILON { return None; } let position = origin + dir * t; let color = if cell > 0.0 { // Checkerboard over the plane's in-plane coordinates. let (u, v) = plane_coords(position, normal); let parity = ((u / cell).floor() + (v / cell).floor()) as i32 % 2; if parity.rem_euclid(2) == 0 { color_a } else { color_b } } else { color_a }; Some(Hit { t, position, normal, color, }) } } } /// The surface translated by `offset`. pub fn translated(&self, offset: Vec3) -> Self { match *self { Surface::Ellipsoid { center, radii, color, } => Surface::Ellipsoid { center: center + offset, radii, color, }, Surface::TintedEllipsoid { center, radii, base, left_tint, right_tint, tint_from, } => Surface::TintedEllipsoid { center: center + offset, radii, base, left_tint, right_tint, tint_from, }, Surface::CheckerPlane { point, normal, cell, color_a, color_b, } => Surface::CheckerPlane { point: point + offset, normal, cell, color_a, color_b, }, } } } /// In-plane coordinates of a point on a plane with the given normal, /// for the checkerboard pattern. fn plane_coords(p: Vec3, normal: Vec3) -> (f32, f32) { // Build any orthonormal tangent basis. let reference = if normal.abs().dot(Vec3::Y) > 0.999 { Vec3::X } else { Vec3::Y }; let t1 = normal.cross(reference).normalize_or_zero(); let t2 = normal.cross(t1).normalize_or_zero(); (p.dot(t1), p.dot(t2)) } /// A synthetic scene: a list of surfaces, cast against per pixel. #[derive(Debug, Clone, Default, PartialEq)] pub struct Scene { pub surfaces: Vec<Surface>, } /// The flanks of the synthetic head (the region tinted for the side /// cameras) start beyond this fraction of the head's x radius. pub const HEAD_TINT_FROM: f32 = 0.6; /// The synthetic subject's head colour and its side tints. pub const HEAD_BASE: [f32; 3] = [0.85, 0.62, 0.52]; pub const HEAD_LEFT_TINT: [f32; 3] = [0.85, 0.05, 0.05]; pub const HEAD_RIGHT_TINT: [f32; 3] = [0.05, 0.05, 0.85]; impl Scene { pub fn new() -> Self { Self::default() } /// Add a surface. pub fn with(mut self, surface: Surface) -> Self { self.surfaces.push(surface); self } /// The default development scene's subject: a head-and-shoulders /// stand-in at `subject`, facing the rig's center camera at the /// origin. The head's flanks carry the side tints (see /// [`Surface::TintedEllipsoid`]). /// /// Returns `(head, shoulders)`; the backdrop is [`backdrop`]. pub fn head_and_shoulders(subject: Vec3) -> (Surface, Surface) { ( // Head: slightly egg-shaped ellipsoid, ~22 cm tall, with // tinted flanks for the proxy ground truth. Surface::TintedEllipsoid { center: subject + Vec3::new(0.0, 0.18, 0.0), radii: Vec3::new(0.09, 0.11, 0.10), base: HEAD_BASE, left_tint: HEAD_LEFT_TINT, right_tint: HEAD_RIGHT_TINT, tint_from: HEAD_TINT_FROM, }, // Shoulders. Surface::Ellipsoid { center: subject + Vec3::new(0.0, -0.05, 0.0), radii: Vec3::new(0.24, 0.13, 0.16), color: [0.20, 0.35, 0.55], }, ) } /// The default development scene's backdrop: a checkerboard plane /// `0.8 m` behind the subject, facing the rig. pub fn backdrop(subject: Vec3) -> Surface { Surface::CheckerPlane { point: subject + Vec3::new(0.0, 0.0, 0.8), normal: Vec3::new(0.0, 0.0, -1.0), cell: 0.25, color_a: [0.72, 0.72, 0.72], color_b: [0.28, 0.28, 0.28], } } /// The default development scene: head, shoulders, backdrop, all /// centred at `subject`. See [`head_and_shoulders`] for the /// animated variant used by the sources. pub fn head_stand_in(subject: Vec3) -> Self { let (head, shoulders) = Self::head_and_shoulders(subject); Self::new() .with(head) .with(shoulders) .with(Self::backdrop(subject)) } /// Cast a ray against the scene; the nearest surface hit. pub fn cast_ray(&self, origin: Vec3, dir: Vec3) -> Option<Hit> { self.surfaces .iter() .filter_map(|s| s.intersect(origin, dir)) .min_by(|a, b| a.t.partial_cmp(&b.t).unwrap()) } } #[cfg(test)] mod tests { use super::*; use glam::vec3; fn scene() -> Scene { Scene::head_stand_in(vec3(0.0, 0.0, 2.0)) } #[test] fn center_ray_hits_the_head() { // Straight at the head's centre: (0, 0.18, 2.0). let head_center = vec3(0.0, 0.18, 2.0); let hit = scene() .cast_ray(Vec3::ZERO, head_center) .expect("head in the way"); // The hit is on the ellipsoid's near side, on its surface. assert!(hit.position.distance(head_center) < 0.11); assert!(hit.position.z < head_center.z, "must hit the near side"); // Normal faces the camera (front face of the ellipsoid). assert!(hit.normal.dot(hit.position - Vec3::ZERO) < 0.0); } #[test] fn head_flanks_are_tinted() { // Rays aimed straight at the head's left and right flanks (beyond // HEAD_TINT_FROM of the x radius) hit tinted colour; the front // is the base colour. let head_center = vec3(0.0, 0.18, 2.0); let left = scene() .cast_ray(vec3(-3.0, 0.18, 2.0), vec3(1.0, 0.0, 0.0)) .expect("left flank hit"); assert_eq!(left.color, HEAD_LEFT_TINT); assert!(left.position.x < head_center.x - 0.09 * HEAD_TINT_FROM); let right = scene() .cast_ray(vec3(3.0, 0.18, 2.0), vec3(-1.0, 0.0, 0.0)) .expect("right flank hit"); assert_eq!(right.color, HEAD_RIGHT_TINT); assert!(right.position.x > head_center.x + 0.09 * HEAD_TINT_FROM); let front = scene() .cast_ray(Vec3::ZERO, head_center) .expect("front hit"); assert_eq!(front.color, HEAD_BASE); } #[test] fn backdrop_behind_the_subject() { let hit = scene() .cast_ray(Vec3::ZERO, vec3(0.0, 0.35, 1.0)) .expect("backdrop in the way"); assert!((hit.position.z - 2.8).abs() < 1e-5); assert!((hit.normal - vec3(0.0, 0.0, -1.0)).length() < 1e-6); // Checkerboard is one of the two greys. let c = hit.color; assert!( (c[0] - 0.72).abs() < 1e-5 || (c[0] - 0.28).abs() < 1e-5, "checker color was {c:?}" ); } #[test] fn nearest_hit_wins() { // A ray above the head hits only the backdrop. let hit = scene() .cast_ray(Vec3::ZERO, vec3(0.0, 0.5, 1.0)) .expect("backdrop"); assert!((hit.position.z - 2.8).abs() < 1e-5); // A ray through the head hits the head, not the backdrop behind it. let hit = scene() .cast_ray(Vec3::ZERO, vec3(0.0, 0.09, 1.0)) .expect("head"); assert!(hit.position.z < 2.0, "nearest hit must be the head"); } #[test] fn misses_report_none() { // Only rays pointing away from the scene miss: everything forward // eventually reaches the (infinite) backdrop plane. assert!(scene().cast_ray(Vec3::ZERO, vec3(0.0, 0.0, -1.0)).is_none()); // Straight up, parallel to the backdrop: miss. assert!(scene().cast_ray(Vec3::ZERO, vec3(0.0, 1.0, 0.0)).is_none()); } #[test] fn ellipsoid_hit_math() { let s = Surface::Ellipsoid { center: vec3(0.0, 0.0, 2.0), radii: vec3(1.0, 1.0, 1.0), color: [1.0, 0.0, 0.0], }; let hit = s.intersect(Vec3::ZERO, vec3(0.0, 0.0, 1.0)).expect("hits"); assert!((hit.position.z - 1.0).abs() < 1e-5); assert!((hit.normal - vec3(0.0, 0.0, -1.0)).length() < 1e-5); assert!((hit.t - 1.0).abs() < 1e-5); // Ray from inside: front face ahead of the origin. let hit = s .intersect(vec3(0.0, 0.0, 2.0), vec3(0.0, 0.0, 1.0)) .expect("exits"); assert!((hit.t - 1.0).abs() < 1e-5); } #[test] fn checker_pattern_alternates() { let s = Surface::CheckerPlane { point: vec3(0.0, 0.0, 3.0), normal: vec3(0.0, 0.0, -1.0), cell: 1.0, color_a: [1.0, 1.0, 1.0], color_b: [0.0, 0.0, 0.0], }; let a = s.intersect(Vec3::ZERO, vec3(0.0, 0.0, 1.0)).unwrap(); let b = s.intersect(Vec3::ZERO, vec3(1.0, 0.0, 3.0)).unwrap(); let c = s.intersect(Vec3::ZERO, vec3(-1.0, 0.0, 3.0)).unwrap(); assert_eq!(a.color, [1.0, 1.0, 1.0]); assert_eq!(b.color, [0.0, 0.0, 0.0]); assert_eq!(c.color, [0.0, 0.0, 0.0]); } }