This is one of the 100 recipes of the IPython Cookbook, the definitive guide to high-performance scientific computing and data science in Python.

# 5.5. Ray tracing: Cython with structs¶

In [ ]:
import numpy as np
import matplotlib.pyplot as plt

In [ ]:
%matplotlib inline

In [ ]:
import cython

In [ ]:
#%load_ext cythonmagic


We now use a pure C structure to represent a 3D vector. We also implement all operations we need by hand in pure C.

In [ ]:
%%cython
cimport cython
import numpy as np
cimport numpy as np
DBL = np.double
ctypedef np.double_t DBL_C
from libc.math cimport sqrt

cdef int w, h

cdef struct Vec3:
double x, y, z

cdef Vec3 vec3(double x, double y, double z):
cdef Vec3 v
v.x = x
v.y = y
v.z = z
return v

cdef double dot(Vec3 x, Vec3 y):
return x.x * y.x + x.y * y.y + x.z * y.z

cdef Vec3 normalize(Vec3 x):
cdef double n
n = sqrt(x.x * x.x + x.y * x.y + x.z * x.z)
return vec3(x.x / n, x.y / n, x.z / n)

cdef double max(double x, double y):
return x if x > y else y

cdef double min(double x, double y):
return x if x < y else y

cdef double clip_(double x, double m, double M):
return min(max(x, m), M)

cdef Vec3 clip(Vec3 x, double m, double M):
return vec3(clip_(x.x, m, M), clip_(x.y, m, M), clip_(x.z, m, M),)

cdef Vec3 add(Vec3 x, Vec3 y):
return vec3(x.x + y.x, x.y + y.y, x.z + y.z)

cdef Vec3 subtract(Vec3 x, Vec3 y):
return vec3(x.x - y.x, x.y - y.y, x.z - y.z)

cdef Vec3 minus(Vec3 x):
return vec3(-x.x, -x.y, -x.z)

cdef Vec3 multiply(Vec3 x, Vec3 y):
return vec3(x.x * y.x, x.y * y.y, x.z * y.z)

cdef Vec3 multiply_s(Vec3 x, double c):
return vec3(x.x * c, x.y * c, x.z * c)

cdef double intersect_sphere(Vec3 O,
Vec3 D,
Vec3 S,
double R):
# Return the distance from O to the intersection of the ray (O, D) with the
# sphere (S, R), or +inf if there is no intersection.
# O and S are 3D points, D (direction) is a normalized vector, R is a scalar.
cdef double a, b, c, disc, distSqrt, q, t0, t1
cdef Vec3 OS

a = dot(D, D)
OS = subtract(O, S)
b = 2 * dot(D, OS)
c = dot(OS, OS) - R * R
disc = b * b - 4 * a * c
if disc > 0:
distSqrt = sqrt(disc)
q = (-b - distSqrt) / 2.0 if b < 0 else (-b + distSqrt) / 2.0
t0 = q / a
t1 = c / q
t0, t1 = min(t0, t1), max(t0, t1)
if t1 >= 0:
return t1 if t0 < 0 else t0
return 1000000

cdef Vec3 trace_ray(Vec3 O, Vec3 D,):

cdef double t, radius, diffuse, specular_k, specular_c, DF, SP
cdef Vec3 M, N, L, toL, toO, col_ray, \
position, color, color_light, ambient

# Sphere properties.
position = vec3(0., 0., 1.)
color = vec3(0., 0., 1.)
diffuse = 1.
specular_c = 1.
specular_k = 50.

# Light position and color.
L = vec3(5., 5., -10.)
color_light = vec3(1., 1., 1.)
ambient = vec3(.05, .05, .05)

# Find first point of intersection with the scene.
t = intersect_sphere(O, D, position, radius)
# Return None if the ray does not intersect any object.
if t == 1000000:
col_ray.x = 1000000
return col_ray
# Find the point of intersection on the object.
M = vec3(O.x + D.x * t, O.y + D.y * t, O.z + D.z * t)
N = normalize(subtract(M, position))
toL = normalize(subtract(L, M))
toO = normalize(subtract(O, M))
DF = diffuse * max(dot(N, toL), 0)
SP = specular_c * max(dot(N, normalize(add(toL, toO))), 0) ** specular_k

def run(int w, int h):
cdef DBL_C[:,:,:] img = np.zeros((h, w, 3))
cdef Vec3 img_
cdef int i, j
cdef double x, y
cdef Vec3 O, Q, D, col_ray
cdef double w_ = float(w)
cdef double h_ = float(h)

col_ray = vec3(0., 0., 0.)

# Camera.
O = vec3(0., 0., -1.)  # Position.

# Loop through all pixels.
for i in range(w):
Q = vec3(0., 0., 0.)
for j in range(h):
x = -1. + 2*(i)/w_
y = -1. + 2*(j)/h_
Q.x = x
Q.y = y
col_ray = trace_ray(O, normalize(subtract(Q, O)))
if col_ray.x == 1000000:
continue
img_ = clip(col_ray, 0., 1.)
img[h - j - 1, i, 0] = img_.x
img[h - j - 1, i, 1] = img_.y
img[h - j - 1, i, 2] = img_.z
return img

In [ ]:
w, h = 200, 200

In [ ]:
img = run(w, h)
plt.imshow(img);
plt.xticks([]); plt.yticks([]);

In [ ]:
%timeit run(w, h)


You'll find all the explanations, figures, references, and much more in the book (to be released later this summer).

IPython Cookbook, by Cyrille Rossant, Packt Publishing, 2014 (500 pages).