Arc Forumnew | comments | leaders | submitlogin
Ray Tracer written in Arc (ajaykapal.com)
20 points by comatose_kid 6088 days ago | 20 comments


3 points by almkglor 6086 days ago | link

Strange, downloading lmr.tgz gives a demo.lmr which seems to be a corrupted copy or something of lmr.arc.

What is the file format, anyway? It looks like Arc readable format but I can't figure out the structure.

Regarding the intersect code: generally most systems work with shapes that are just the basic triangle plane. This also generally means that the intersect code would really just return one point, not many - currently, your code seems to return a list of points for each shape. Even if your "shape" becomes an entire tree of shapes (say a BSP tree), I would assume that only one intersection - the one nearest to the ray source - would "win", so intersections on shape trees should (I think) return just one intersection.

Returning just one intersection saves memory - you don't need to store several lists. In particular, all you have to do is to get the intersection with the least distance:

  (def gen-intersection (ray)
    (= intersection nil)
    (each sh shape
      (aif (intersect ray sh)
         (when (or (no intersection) (< (car it) (car intersection)))
            (= intersection it))))
    intersection)
Can you give your reasons why you chose to retain multiple intersections?

If you really think retaining multiple intersections is better, I would suggest you also study lib/tconc.arc, which includes a somewhat-fast list concatenate function (but you need a transparent wrapper around the list you are building).

Depending on how motivated you are at studying the list structure and advanced stuff, you might prefer to use explicit head+tail catenations, although head+tail tends to be better used on continuation passing style, especially in languages (e.g. Arc) which don't naturally support multiple-value-returns (lists don't count, you have to destructure them, which takes time).

Also: avoid using nested maps - each map reallocates memory:

  (def vcomb (scal1 vec1 scal2 vec2)
    (map (fn (v1 v2) (+ (* scal1 v1) (* scal2 v2)))
         vec1 vec2))
Also: lists look like arrays, but have slower index times. If you're going to need index lookups several times, store them in let-variables first:

  (def cross3 (vec1 vec2)
    (with ((vec1_0 vec1_1 vec1_2) vec1
           (vec2_0 vec2_1 vec2_2) vec2)
      (list (- (* vec1_1 vec2_2) (* vec1_2 vec2_1))
            (- (* vec1_2 vec2_0) (* vec1_0 vec2_2))
            (- (* vec1_0 vec2_1) (* vec1_1 vec2_0)))))
(of course, cross3 doesn't seem to be used anyway)

Finally: avoid using 't as a variable name.

I think the greatest consumer of time would probably be 'map. 'map is nice but it creates a structure, and the implementation is not written in tail-recursive-modulo-cons ^^. If you're just going to work with individual lists, you can use map1, which is like map but only works on one list, but is slightly faster.

The other thing I think that the time is being consumed in might be with the use of 'alref. It might be better to use map 'listtab on your shapes, so that you don't have to use alref, which always does linear search.

-----

1 point by comatose_kid 6086 days ago | link

First off, thanks for the pointers! I'll certainly look into those when I have a chance.

I have no idea why the file was corrupted. I'll re-archive and update the file on the server.

You're right about the multiple intersections I indeed sort them by distance. But I forgot to return only the first two elements (needed for entering and exiting a shape for refraction). I'll fix that.

Ugh - I used t as a var? I should have known better than that. Must be remnants of my terse C coding style :)

-----

1 point by almkglor 6086 days ago | link

> But I forgot to return only the first two elements (needed for entering and exiting a shape for refraction).

Strange; I would have thought you needed only one intersection, because my mental model for refraction would be:

         |
    -----+-------
          \
           \ <-----new ray
    --------+----
            |
            |
          viewer
So you really need only one intersection - the nearest, because the second intersection wouldn't really be aligned to the refraction ray. But then I haven't read the book you are reading.

Basically at each intersection point I'd expect to split into three rays: a reflection ray (cross product to the normal), a refraction ray (if at least partially transparent) and a shadow ray (towards any source(s) of light).

-----

1 point by comatose_kid 6086 days ago | link

I've uploaded a new archive with a proper demo.lmr.

-----

4 points by comatose_kid 6088 days ago | link

Hi everyone, I've written a ray tracer in Arc with two goals in mind: Begin learning a lisp-like language, and implement a ray tracer (duh).

I'm sure the code could be nicer - I welcome suggestions from all of the experienced Lispers that frequent this site.

-----

4 points by cchooper 6087 days ago | link

I'd be interested in knowing what you found simple/difficult in working with Arc. There's precious few applications written so far, so it would be nice to know where you found the language lacking.

-----

3 points by comatose_kid 6087 days ago | link

Good question. Here are a few things that tripped me up:

1) An easy way to call differing functions based on the data type of an argument (polymorphism). Ruby has a nice approach as shown here (see the section marked 'Duck Typing'): http://www.ibm.com/developerworks/java/library/j-ruby/

2) I spent a while chasing a bug in an 'if' statement because I neglected to surround multiple statements with a 'do' statement.

3) It wasn't obvious to me how to build a bitmap array. I naively created an array filled with zeros for each scanline. I would then push this scanline onto another var. But it turned out all of the scanlines pushed this way were pointing to the same scanline. This was a problem until I found out how to copy a var in Arc (use copy!).

4) It's not clear to me how you modularize code, so everything is in one file.

5) Coding style. I have none when it comes to Arc, and there are few examples. For example, I didn't realize that an Arc convention is to append an asterisk to global variables (This follows the Lisp convention I think).

6) Spent time figuring out how to make my vector operations take list arguments without quotes (This was my initiation into the world of macros). Then realized that this was not necessary since these functions would have variables passed in arguments, not literal lists.

7) Errors were not specific (understatement).

8) No raw file output, or low level bit operators. So I added these to the base language.

-----

4 points by almkglor 6087 days ago | link

1) Hmm. Currently I've been experimenting around with Arc's type system. The type system is "not bad" but there's a definite problem: making a user-defined type quack like a built-in type is very difficult. My "Create your own collection" series is probably of interest in this research.

If however you are using only user types (not masquerading existing types), then nex3's defm macro is your friend: http://arclanguage.com/item?id=4644

2) LOL. However, if you need just the "then" branch, or just the "else" branch, you can use the 'when and 'unless macros:

  (from "arc.arc")
  [mac] (when test . body)
   When `test' is true, do `body'.
      See also [[unless]] [[if]] [[awhen]] 
  nil
  arc> (help unless)
  (from "arc.arc")
  [mac] (unless test . body)
   When `test' is not true, do `body'.
      See also [[when]] [[if]] [[no]] 
  nil
4) Definite problem. In fact, pg's own code doesn't seem very modularized: bits and pieces of the various parts of the webserver are in srv.arc, html.arc, and app.arc. Fortunately Arkani's 'help command also includes which file the function is defined in, so at least you can track files a little (although in practice I often find myself looking for definitions using grep).

5) Arkani has a "CONVENTIONS" file for some conventions. However it's incomplete IMO, so probably we need to fill this in somewhat.

7) True, true. Sure, Arc code is fun to write, until it encounters a problem. Then it's hard to debug/optimize/whatever

-----

3 points by vegashacker 6086 days ago | link

You mentioned maybe profiling your code as a next step, and someone did write one for Arc (http://arclanguage.org/item?id=5318).

-----

1 point by comatose_kid 6086 days ago | link

Thanks for the pointer.

-----

2 points by sacado 6088 days ago | link

looks pretty interesting... congratulations !

-----

1 point by comatose_kid 6088 days ago | link

Thanks sacado. The great community here was a real help when I was stuck.

-----

1 point by almkglor 6088 days ago | link

Looks nice. How about (tada!) pushing it on the Anarki git?

-----

1 point by comatose_kid 6088 days ago | link

That's a good idea. I don't have an account on github though. If anyone has an extra invite, please let me know.

-----

1 point by almkglor 6088 days ago | link

I do, although I'm in the office and will have to give you an invite later, unless someone else beats me to it.

Edit: which reminds me, you'll have to somehow show your email address to get an invite ^^

-----

1 point by comatose_kid 6087 days ago | link

Right - ajay@fonefu.com. Thanks.

-----

1 point by almkglor 6087 days ago | link

done ^^

-----

1 point by comatose_kid 6087 days ago | link

Thanks! I've added the code.

-----

1 point by almkglor 6087 days ago | link

Hmm, I can't see it on the git...

-----

1 point by comatose_kid 6086 days ago | link

Okay, it is there now.

-----