我已经更改了帖子,并发布了我的整个代码!有人可以告诉我如何优化它吗?
import Base: *, +, -, /, ^ using Images const ? = convert(Float64, ?) #define vector mutable struct Vec3 x::Float64 y::Float64 z::Float64 end function +(u::Vec3, v::Vec3) Vec3(u.x+v.x, u.y+v.y, u.z+v.z) end function -(u::Vec3, v::Vec3) Vec3(u.x-v.x, u.y-v.y, u.z-v.z) end function /(u::Vec3, v::Float64) Vec3(u.x/v, u.y/v, u.z/v) end function *(u, v::Vec3) if typeof(u) == Float64 Vec3(u*v.x, u*v.y, u*v.z) elseif typeof(u) == Vec3 Vec3(u.x*v.x, u.y*v.y, u.z*v.z) end end function ^(u::Vec3, v::Float64) Vec3(u.x^v, u.y^v, u.z^v) end function dot(u::Vec3, v::Vec3) u.x*v.x + u.y*v.y + u.z*v.z end function normalize(u::Vec3) u/sqrt(dot(u,u)) end function cross(u::Vec3, v::Vec3) Vec3(u.y*v.z - v.y*u.z, u.z*v.x - v.z*u.x, u.x*v.y - v.x*u.y) end function gamma(u::Vec3) Vec3(u.x^(1/2.2), u.y^(1/2.2), u.z^(1/2.2)) end function clamp(u::Vec3) u.x = u.x <= 1 ? u.x : 1 u.y = u.y <= 1 ? u.y : 1 u.z = u.z <= 1 ? u.z : 1 u end #define ray struct Ray s::Vec3 d::Vec3 end #define planes struct xyRect z; x1; x2; y1; y2::Float64 normal; emittance; reflectance::Vec3 isLight::Bool end struct xzRect y; x1; x2; z1; z2::Float64 normal; emittance; reflectance::Vec3 isLight::Bool end struct yzRect x; y1; y2; z1; z2::Float64 normal; emittance; reflectance::Vec3 isLight::Bool end #define sphere mutable struct Sphere radius::Float64 center; normal; emittance; reflectance::Vec3 isLight::Bool end #define empty object struct Empty normal; emittance; reflectance::Vec3 end #define surfaces Surfaces = Union{xyRect, xzRect, yzRect, Sphere} #define intersection function function intersect(surface::Surfaces, ray::Ray) if typeof(surface) == xyRect t = (surface.z - ray.s.z)/ray.d.z if surface.x10 t else Inf end elseif typeof(surface) == xzRect t = (surface.y - ray.s.y)/ray.d.y if surface.x1 0 t else Inf end elseif typeof(surface) == yzRect t = (surface.x - ray.s.x)/ray.d.x if surface.y1 0 t else Inf end elseif typeof(surface) == Sphere a = dot(ray.d, ray.d) b = 2dot(ray.d, ray.s - surface.center) c = dot(ray.s - surface.center, ray.s - surface.center) - surface.radius*surface.radius ? = b*b - 4*a*c if ? > 0 ? = sqrt(?) t1 = 0.5(-b-?)/a t2 = 0.5(-b+?)/a if t1 > 0 surface.normal = normalize(ray.s + t1*ray.d - surface.center) t1 elseif t2 > 0 surface.normal = normalize(ray.s + t2*ray.d - surface.center) t2 else Inf end else Inf end end end #define nearest function function nearest(surfaces::Array{Surfaces, 1}, ray::Ray, tMin::Float64) hitSurface = Empty(Vec3(0,0,0), Vec3(0,0,0), Vec3(0,0,0)) for surface in surfaces t = intersect(surface, ray) if t = maxDepth return Vec3(0,0,0) end t, material = nearest(surfaces, ray, Inf) if typeof(material) == Empty return Vec3(0,0,0) end if material.isLight == true return material.emittance end ? = material.reflectance BRDF = ?/? n = material.normal R = hemiRand(n) In = trace(surfaces, Ray(ray.s + t*ray.d, R), depth+1, maxDepth) return ?*BRDF*In end #define camera struct Camera eye; v_up; N::Vec3 fov; aspect; distance::Float64 end #render function function render(surfaces::Array{Surfaces,1},camera::Camera,xRes::Int64,yRes::Int64,numSamples::Int64,maxDepth::Int64) n = normalize(camera.N) e = camera.eye c = e - camera.distance*n ? = camera.fov*(?/180) H = 2*camera.distance*tan(?/2) W = H*camera.aspect u = normalize(cross(camera.v_up,n)) v = cross(n,u) img = zeros(3, xRes, yRes) pixHeight = H/yRes pixWidth = W/xRes L = c - 0.5*W*u - 0.5*H*v for i=1:xRes for j=1:yRes cl = Vec3(0,0,0) for s=1:numSamples pt = L + (i-rand())*pixWidth*u + (yRes-j+rand())*pixHeight*v cl = cl + trace(surfaces, Ray(e, pt-e), 0, maxDepth) end cl = gamma(clamp(cl/convert(Float64, numSamples))) img[:,j,i] = [cl.x, cl.y, cl.z] end end img end #the scene p1 = xzRect(1.,0.,1.,-1.,0.,Vec3(0,-1,0),Vec3(0,0,0),Vec3(0.75,0.75,0.75),false) p2 = xzRect(0.,0.,1.,-1.,0.,Vec3(0,1,0),Vec3(0,0,0),Vec3(0.75,0.75,0.75),false) p3 = xyRect(-1.,0.,1.,0.,1.,Vec3(0,0,1),Vec3(0,0,0),Vec3(0.75,0.75,0.75),false) p4 = yzRect(0.,0.,1.,-1.,0.,Vec3(1,0,0),Vec3(0,0,0),Vec3(0.75,0.25,0.25),false) p5 = yzRect(1.,0.,1.,-1.,0.,Vec3(-1,0,0),Vec3(0,0,0),Vec3(0.25,0.25,0.75),false) p6 = xzRect(0.999,0.35,0.65,-0.65,-0.35,Vec3(0,-1,0),Vec3(18,18,18),Vec3(0,0,0),true) s1 = Sphere(0.15,Vec3(0.3,0.15,-0.6),Vec3(0,0,0),Vec3(0,0,0),Vec3(0.75,0.75,0.75),false) surfs = Surfaces[p1,p2,p3,p4,p5,p6,s1] cam = Camera(Vec3(0.5,0.5,2),Vec3(0,1,0),Vec3(0,0,1),28.07,1,2) @time image = render(surfs, cam, 400, 400, 1, 4); colorview(RGB, image)
我需要知道为什么我的代码不好并且很慢。我是一名初学者程序员,但经验不足。我的路径跟踪器场景包含7个对象,其最大深度为4,并且要花费2秒钟以上的时间才能生成大小为400 * 400的图像。我认为应该不会这么慢,因为我的CPU是核心i74770。很抱歉更改我的帖子。
首先,
struct yzRect x; y1; y2; z1; z2::Float64 normal; emittance; reflectance::Vec3 isLight::Bool end
最终仅将类型应用于每行的最后一个变量:
julia> fieldtypes(yzRect) (Any, Any, Any, Any, Float64, Any, Any, Vec3, Bool)
因此Julia基本上不会知道您的结构中会减慢速度的任何类型。
另外,您的值Vec3
实际上应该是不变的,然后在您要“修改” Vector时创建它的新实例。
可能还有更多问题,但其中有两个突出。
通过阅读https://docs.julialang.org/en/v1/manual/performance-tips/index.html和应用中存在的指导方针强烈推荐分析性能时。