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<title>5. Quickstart Guide — Raysect Documentation</title>
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<p class="caption" role="heading"><span class="caption-text">Table of Contents</span></p>
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<li class="toctree-l1"><a class="reference internal" href="introduction.html">1. Introduction</a></li>
<li class="toctree-l1"><a class="reference internal" href="license.html">2. License</a></li>
<li class="toctree-l1"><a class="reference internal" href="installation.html">3. Downloading and Installation</a></li>
<li class="toctree-l1"><a class="reference internal" href="how_it_works.html">4. How it works</a></li>
<li class="toctree-l1 current"><a class="current reference internal" href="#">5. Quickstart Guide</a><ul>
<li class="toctree-l2"><a class="reference internal" href="#create-primitives">5.1. Create Primitives</a></li>
<li class="toctree-l2"><a class="reference internal" href="#add-observer">5.2. Add Observer</a></li>
<li class="toctree-l2"><a class="reference internal" href="#build-scenegraph">5.3. Build Scenegraph</a></li>
<li class="toctree-l2"><a class="reference internal" href="#observe">5.4. Observe()</a></li>
<li class="toctree-l2"><a class="reference internal" href="#simulated-spectrum">5.5. Simulated Spectrum</a></li>
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<li class="toctree-l1"><a class="reference internal" href="observers.html">6. Sampling and Observers</a></li>
<li class="toctree-l1"><a class="reference internal" href="primitives.html">7. Primitives</a></li>
<li class="toctree-l1"><a class="reference internal" href="materials.html">8. Materials</a></li>
<li class="toctree-l1"><a class="reference internal" href="conventions.html">9. Conventions</a></li>
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<li class="toctree-l1"><a class="reference internal" href="glossary.html">11. Glossary</a></li>
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<li class="toctree-l1"><a class="reference internal" href="api_reference/core/core.html">1. Raysect Core</a></li>
<li class="toctree-l1"><a class="reference internal" href="api_reference/primitives/primitives.html">2. Primitives Module</a></li>
<li class="toctree-l1"><a class="reference internal" href="api_reference/optical/optical.html">3. Optical Module</a></li>
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<div class="section" id="quickstart-guide">
<h1><span class="section-number">5. </span>Quickstart Guide<a class="headerlink" href="#quickstart-guide" title="Permalink to this headline">¶</a></h1>
<p>This example is based on the demo file demos/quickstart/demo_lambert.py. It outlines the typical workflow used in
raysect.</p>
<div class="section" id="create-primitives">
<h2><span class="section-number">5.1. </span>Create Primitives<a class="headerlink" href="#create-primitives" title="Permalink to this headline">¶</a></h2>
<p>Set-up your primitives by defining materials, meshes, etc:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="c1"># Box defining the ground plane</span>
<span class="n">ground</span> <span class="o">=</span> <span class="n">Box</span><span class="p">(</span><span class="n">lower</span><span class="o">=</span><span class="n">Point3D</span><span class="p">(</span><span class="o">-</span><span class="mi">50</span><span class="p">,</span> <span class="o">-</span><span class="mf">1.51</span><span class="p">,</span> <span class="o">-</span><span class="mi">50</span><span class="p">),</span> <span class="n">upper</span><span class="o">=</span><span class="n">Point3D</span><span class="p">(</span><span class="mi">50</span><span class="p">,</span> <span class="o">-</span><span class="mf">1.5</span><span class="p">,</span> <span class="mi">50</span><span class="p">),</span> <span class="n">material</span><span class="o">=</span><span class="n">Lambert</span><span class="p">())</span>
<span class="c1"># checker board wall that acts as emitter</span>
<span class="n">emitter</span> <span class="o">=</span> <span class="n">Box</span><span class="p">(</span><span class="n">lower</span><span class="o">=</span><span class="n">Point3D</span><span class="p">(</span><span class="o">-</span><span class="mi">10</span><span class="p">,</span> <span class="o">-</span><span class="mi">10</span><span class="p">,</span> <span class="mi">10</span><span class="p">),</span> <span class="n">upper</span><span class="o">=</span><span class="n">Point3D</span><span class="p">(</span><span class="mi">10</span><span class="p">,</span> <span class="mi">10</span><span class="p">,</span> <span class="mf">10.1</span><span class="p">),</span>
<span class="n">material</span><span class="o">=</span><span class="n">Checkerboard</span><span class="p">(</span><span class="mi">4</span><span class="p">,</span> <span class="n">d65_white</span><span class="p">,</span> <span class="n">d65_white</span><span class="p">,</span> <span class="mf">0.1</span><span class="p">,</span> <span class="mf">2.0</span><span class="p">),</span> <span class="n">transform</span><span class="o">=</span><span class="n">rotate</span><span class="p">(</span><span class="mi">45</span><span class="p">,</span> <span class="mi">0</span><span class="p">,</span> <span class="mi">0</span><span class="p">))</span>
<span class="c1"># Sphere</span>
<span class="c1"># Note that the sphere must be displaced slightly above the ground plane to prevent numerically issues that could</span>
<span class="c1"># cause a light leak at the intersection between the sphere and the ground.</span>
<span class="n">sphere</span> <span class="o">=</span> <span class="n">Sphere</span><span class="p">(</span><span class="n">radius</span><span class="o">=</span><span class="mf">1.5</span><span class="p">,</span> <span class="n">transform</span><span class="o">=</span><span class="n">translate</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span> <span class="mf">0.0001</span><span class="p">,</span> <span class="mi">0</span><span class="p">),</span> <span class="n">material</span><span class="o">=</span><span class="n">schott</span><span class="p">(</span><span class="s2">"N-BK7"</span><span class="p">))</span>
</pre></div>
</div>
</div>
<div class="section" id="add-observer">
<h2><span class="section-number">5.2. </span>Add Observer<a class="headerlink" href="#add-observer" title="Permalink to this headline">¶</a></h2>
<p>Add an observer and configure its sampling settings. All of these camera settings have sensible defaults, The camera
settings will be explained in detail in another section:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="c1"># processing pipeline (human vision like camera response)</span>
<span class="n">rgb</span> <span class="o">=</span> <span class="n">RGBPipeline2D</span><span class="p">()</span>
<span class="c1"># camera</span>
<span class="n">camera</span> <span class="o">=</span> <span class="n">PinholeCamera</span><span class="p">(</span><span class="n">pixels</span><span class="o">=</span><span class="p">(</span><span class="mi">512</span><span class="p">,</span> <span class="mi">512</span><span class="p">),</span> <span class="n">fov</span><span class="o">=</span><span class="mi">45</span><span class="p">,</span> <span class="n">pipeline</span><span class="o">=</span><span class="p">[</span><span class="n">rgb</span><span class="p">],</span> <span class="n">transform</span><span class="o">=</span><span class="n">translate</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span> <span class="mi">10</span><span class="p">,</span> <span class="o">-</span><span class="mi">10</span><span class="p">)</span> <span class="o">*</span> <span class="n">rotate</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span> <span class="o">-</span><span class="mi">45</span><span class="p">,</span> <span class="mi">0</span><span class="p">))</span>
<span class="c1"># camera - pixel sampling settings</span>
<span class="n">camera</span><span class="o">.</span><span class="n">pixel_samples</span> <span class="o">=</span> <span class="mi">250</span>
<span class="n">camera</span><span class="o">.</span><span class="n">min_wavelength</span> <span class="o">=</span> <span class="mf">375.0</span>
<span class="n">camera</span><span class="o">.</span><span class="n">max_wavelength</span> <span class="o">=</span> <span class="mf">740.0</span>
<span class="n">camera</span><span class="o">.</span><span class="n">spectral_bins</span> <span class="o">=</span> <span class="mi">15</span>
<span class="n">camera</span><span class="o">.</span><span class="n">spectral_rays</span> <span class="o">=</span> <span class="mi">1</span>
</pre></div>
</div>
</div>
<div class="section" id="build-scenegraph">
<h2><span class="section-number">5.3. </span>Build Scenegraph<a class="headerlink" href="#build-scenegraph" title="Permalink to this headline">¶</a></h2>
<p>Assemble the scene-graph by linking primitives and observers to the World. Set their transforms:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">world</span> <span class="o">=</span> <span class="n">World</span><span class="p">()</span>
<span class="n">sphere</span><span class="o">.</span><span class="n">parent</span> <span class="o">=</span> <span class="n">world</span>
<span class="n">ground</span><span class="o">.</span><span class="n">parent</span> <span class="o">=</span> <span class="n">world</span>
<span class="n">emitter</span><span class="o">.</span><span class="n">parent</span> <span class="o">=</span> <span class="n">world</span>
<span class="n">camera</span><span class="o">.</span><span class="n">parent</span> <span class="o">=</span> <span class="n">world</span>
</pre></div>
</div>
</div>
<div class="section" id="observe">
<h2><span class="section-number">5.4. </span>Observe()<a class="headerlink" href="#observe" title="Permalink to this headline">¶</a></h2>
<p>Call observe() on an Observer or trace a ray manually:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">plt</span><span class="o">.</span><span class="n">ion</span><span class="p">()</span>
<span class="n">camera</span><span class="o">.</span><span class="n">observe</span><span class="p">()</span>
<span class="n">plt</span><span class="o">.</span><span class="n">ioff</span><span class="p">()</span>
<span class="n">rgb</span><span class="o">.</span><span class="n">save</span><span class="p">(</span><span class="s2">"render.png"</span><span class="p">)</span>
<span class="n">rgb</span><span class="o">.</span><span class="n">display</span><span class="p">()</span>
</pre></div>
</div>
<p>The resulting image should render like this.</p>
<img alt="_images/demo_lambert.png" class="align-center" src="_images/demo_lambert.png" />
</div>
<div class="section" id="simulated-spectrum">
<h2><span class="section-number">5.5. </span>Simulated Spectrum<a class="headerlink" href="#simulated-spectrum" title="Permalink to this headline">¶</a></h2>
<p>Lets simulate measuring a spectrum by launching a single ray:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">ray</span> <span class="o">=</span> <span class="n">Ray</span><span class="p">(</span><span class="n">origin</span><span class="o">=</span><span class="n">Point3D</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span> <span class="mi">0</span><span class="p">,</span> <span class="o">-</span><span class="mi">5</span><span class="p">),</span>
<span class="n">direction</span><span class="o">=</span><span class="n">Vector3D</span><span class="p">(</span><span class="mi">0</span><span class="p">,</span> <span class="mi">0</span><span class="p">,</span> <span class="mi">1</span><span class="p">),</span>
<span class="n">min_wavelength</span><span class="o">=</span><span class="mi">375</span><span class="p">,</span>
<span class="n">max_wavelength</span><span class="o">=</span><span class="mi">785</span><span class="p">,</span>
<span class="n">bins</span><span class="o">=</span><span class="mi">100</span><span class="p">)</span>
<span class="n">ray</span><span class="o">.</span><span class="n">trace</span><span class="p">(</span><span class="n">world</span><span class="p">)</span>
</pre></div>
</div>
<p>The resulting plot should look something like this.</p>
<img alt="_images/example_spectra.png" class="align-center" src="_images/example_spectra.png" />
<p>Due to the statistical nature of the path tracer, you may need to run the trace command more than once until you find a path that intersects with the light source.</p>
<p>You can ask the ray to trace repeatedly using the sample method instead. This will combine the results of multiple paths:</p>
<div class="highlight-default notranslate"><div class="highlight"><pre><span></span><span class="n">ray</span><span class="o">.</span><span class="n">sample</span><span class="p">(</span><span class="n">world</span><span class="p">,</span> <span class="mi">10000</span><span class="p">)</span>
</pre></div>
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