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<title>2013/hou - Best use of 1 Infinite Loop</title>
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<meta name="description" content="2013 IOCCC entry hou - Best use of 1 Infinite Loop">
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<meta name="keywords" content="IOCCC, 2013, IOCCC 2013, IOCCC entry, hou, Best use of 1 Infinite Loop">
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<div class="header">
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<img src="../../png/ioccc.png" alt="IOCCC image by Matt Zucker" width=300 height=110>
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<h1>The International Obfuscated C Code Contest</h1>
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<h2>2013/hou - Best use of 1 Infinite Loop</h2>
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<a class="Left" href="../endoh4/index.html">← endoh4</a>
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<a class="Left" href="../index.html">↑ 2013 ↑</a>
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<a class="Left" href="../mills/index.html">mills →</a>
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<a class="Right" href="https://github.com/ioccc-src/temp-test-ioccc/2013/hou/hou.c">C code</a>
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<a class="Right" href="https://github.com/ioccc-src/temp-test-ioccc/2013/hou/Makefile">Makefile</a>
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<a class="Right" href="#inventory">Inventory</a>
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<div class="sidenav">
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<a href="#content">Jump to contents</a>
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<a href="../../index.html">IOCCC Home</a>
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<a href="../../years.html">Winning Entries</a>
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<a href="../../authors.html">People who have won</a>
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<a href="../../location.html">Location of authors</a>
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<a href="../../news.html">IOCCC News</a>
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<a href="../../faq.html#submit">How to enter the IOCCC</a>
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<a href="../../faq.html">FAQ</a>
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<hr>
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<div class="sidenav">
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<a href="../../bugs.html">Bugs & (mis)features</a>
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<a href="../../faq.html#fix_an_entry">Fixing IOCCC entries</a>
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<a href="../../faq.html#fix_web_site">Fixing the web site</a>
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<a href="../../faq.html#fix_author">Fixing author info</a>
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<a href="../../thanks-for-help.html">Thanks for the help</a>
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</div>
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<hr>
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<div class="sidenav">
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<a href="../../judges.html">The IOCCC Judges</a>
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<a href="../../contact.html">Contacting the IOCCC</a>
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</div>
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<hr>
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<a href="#top">Jump to top</a>
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<h2 id="author"><a name="author"></a>Author:</h2>
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<ul>
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<li>Name: <a href="../../authors.html#Qiming_HOU">Qiming HOU</a><br>
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Location: <a href="../../location.html#CN">CN</a> - <em>People’s Republic of China</em> (<em>China</em>)</li>
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<h2 id="to-build">To build:</h2>
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<div class="sourceCode" id="cb1"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb1-1"><a href="#cb1-1" aria-hidden="true" tabindex="-1"></a> <span class="fu">make</span> all</span></code></pre></div>
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<h3 id="bugs-and-misfeatures">Bugs and (Mis)features:</h3>
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<p>The current status of this entry is:</p>
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<pre><code> STATUS: INABIAF - please **DO NOT** fix</code></pre>
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<p>For more detailed information see <a href="../../bugs.html#2013_hou">2013 hou bugs</a>.</p>
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<h2 id="to-use">To use:</h2>
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<div class="sourceCode" id="cb3"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb3-1"><a href="#cb3-1" aria-hidden="true" tabindex="-1"></a> <span class="ex">./hou</span> <span class="pp">[</span><span class="ss">scene</span><span class="pp">-</span><span class="ss">file</span><span class="pp">-</span><span class="ss">name</span><span class="pp">]</span> <span class="pp">[</span><span class="ss">options</span><span class="pp">]</span></span></code></pre></div>
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<p>Follow the instructions in <code>stdout</code>, preferably with an auto-refreshing PPM
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image viewer ready. Refresh the image every time the output refreshes, all
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effects should be more or less recognizable when you see 16.</p>
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<h2 id="try">Try:</h2>
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<div class="sourceCode" id="cb4"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb4-1"><a href="#cb4-1" aria-hidden="true" tabindex="-1"></a> <span class="ex">./try.sh</span></span></code></pre></div>
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<p>Try opening the file noted by the program then let the program run a while and
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every so often reopen the file, to see how it changes. The author suggests that
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you leave the program running overnight to see what happens. If however you do
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not have all night :-) then the following JPEG files should show you what
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happens with some of the invocations above:</p>
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<figure>
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<img src="luna.jpg" alt="./hou BIG - Luna" />
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<figcaption aria-hidden="true">./hou BIG - Luna</figcaption>
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</figure>
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<figure>
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<img src="old_default.jpg" alt="./hou old_default.scene - Old default" />
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<figcaption aria-hidden="true">./hou old_default.scene - Old default</figcaption>
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</figure>
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<figure>
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<img src="otherroom.jpg" alt="./hou otherroom.scene - Other room" />
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<figcaption aria-hidden="true">./hou otherroom.scene - Other room</figcaption>
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</figure>
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<p>This program does not terminate by itself: you must kill <code>hou</code> (but not Qiming
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Hou :-) ) in order to end the program.</p>
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<h2 id="judges-remarks">Judges’ remarks:</h2>
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<p>You could consider that this program violates the source code size
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limit. This is because the first compilation of this program is
|
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really just a decompressor to generate the real source code of the
|
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program.</p>
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<p>This program will loop infinitely while progressively refining a
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<a href="https://en.wikipedia.org/wiki/Ray_tracing_(graphics)">raytraced</a> image.</p>
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<p>NOTE: the author refers to <a href="a.c">a.c</a>, placed in a gzipped file <code>a.c.gz</code>. We do not
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include it but it can be generated like:</p>
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<div class="sourceCode" id="cb5"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb5-1"><a href="#cb5-1" aria-hidden="true" tabindex="-1"></a> <span class="fu">cc</span> <span class="at">-Wall</span> hou.c <span class="at">-o</span> hou <span class="at">-lm</span></span>
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<span id="cb5-2"><a href="#cb5-2" aria-hidden="true" tabindex="-1"></a> <span class="ex">./hou</span> <span class="op">></span> a.c</span></code></pre></div>
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<p>but there is no need to do this as the Makefile takes care of it without even
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needing to create a temporary file.</p>
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<h2 id="authors-remarks">Author’s remarks:</h2>
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<h3 id="using-hou">Using hou</h3>
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<p>This program is a programmable rendering engine with a built-in default scene.
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The standard command line is:</p>
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<div class="sourceCode" id="cb6"><pre class="sourceCode sh"><code class="sourceCode bash"><span id="cb6-1"><a href="#cb6-1" aria-hidden="true" tabindex="-1"></a> <span class="ex">./hou</span> <span class="pp">[</span><span class="ss">scene</span><span class="pp">-</span><span class="ss">file</span><span class="pp">-</span><span class="ss">name</span><span class="pp">]</span> <span class="pp">[</span><span class="ss">options</span><span class="pp">]</span></span></code></pre></div>
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<p>As <code>hou</code> runs, it writes a progressively refining image to a ppm file specified
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in the scene. The initialization may take a while, but once it’s done, a rough
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preview should be available in seconds. Leave <code>hou</code> running for the night, and you
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get a high quality result like the attached <code>*.jpg</code> files. Kill <code>hou</code> manually
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after you’re satisfied with the image quality.</p>
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<p>To save time and energy for the judges, rendered images for all provided scenes
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are provided as attached files.</p>
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<h3 id="features">Features</h3>
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<ul>
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<li>Fully programmable: Almost every stage of the renderer is programmable with
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a shader, i.e., a short script that does something rendering-related. In
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particular, each scene consists of one or more geometry shaders, a camera
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shader, and one or more material shaders. Shaders are written in an
|
||
interpreted language that supports basic arithmetic, a few math functions,
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variables and procedural calls in the CPS (Continuation Passing Style).</li>
|
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<li>Fast preview: This renderer isn’t just a naive path tracer, it actually uses a
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modern global illumination algorithm which is robust against challenging scene
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||
configurations. You can mostly place light sources and specify surface
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||
properties as you please without worrying too much about the convergence speed;
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||
you always get a nice fast preview within one or two minutes. As proof, there
|
||
is a comparison: <code>./hou otherroom.scene</code> gives a rough idea about the overall
|
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illumination at 16 samples per pixel (i.e., when the program prints 16), whereas
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the naive approach <code>./hou otherroom.scene NAIVE</code> only produces a mess of white
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dots.</li>
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<li>Rich visual effects: The algorithm samples all light path types so most
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physically based effects can be produced. The default scene demonstrates quite a
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few of them: reflection, area light, soft shadows, color bleeding, caustics, and
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depth-of-field blur. Of course, one can also get programmable-shading effects
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like procedural texturing and approximated Fresnel terms.</li>
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<li>Accelerated ray tracing: The ray tracing part uses an algorithm better than
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the brute-force intersection of everything. The renderer even builds an
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acceleration data structure! Despite the double precision and the
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single-threadedness, it still runs at about 0.5 million rays per second on the
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author’s machine.</li>
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<li>Pause and resume: Can’t run <code>./hou</code> overnight? No problem! You can kill and
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resume a rendering session whenever you want. The renderer automatically saves
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the progress every 16 samples and resumes where it’s left off when restarted.
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Also, each scene/parameter combination gets a different saved session so you
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don’t have to worry about conflicts.</li>
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</ul>
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<h3 id="abuse-of-the-rules">Abuse of the rules</h3>
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<ul>
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<li><a href="hou.c">hou.c</a> uses compression to get around the size limit. The compression
|
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fully complies with the rules and the guidelines (at least the portion that
|
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shows up in <code>grep</code> “size limit”). Please see the <a href="self-imposed-restrictions">Self-imposed
|
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restrictions</a> section below for more details.</li>
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<li><code>hou</code> does not terminate (as suggested by the second line of rule 6).</li>
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</ul>
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<h3 id="self-imposed-restrictions">Self-imposed restrictions</h3>
|
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<ul>
|
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<li>The building process does not involve any OS tool beyond <code>cc(1)</code> and
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<code>make(1)</code>. No <code>gzip(1)</code> compression! <code>a.c.gz</code> doesn’t fit in 2053 bytes, anyway.</li>
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||
<li>Neither <a href="hou.c">hou.c</a> nor <a href="a.c">a.c</a> (the <em>real</em> decompressed source) uses
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<code>#define</code> (or <code>cc -D</code>) at all.</li>
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<li>The source code is not required at runtime.</li>
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<li><a href="a.c">a.c</a> does not drop optional features to reduce size. There are pure
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optimization code that can be dropped without affecting the converged output
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(only affecting the ray tracing speed / convergence rate). All files are
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properly <code>fopen()</code>ed with <code>"rb"</code> / <code>"wb"</code> for Windows compatibility. The PPM
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header has a comment line for non-standard-compliant viewers (specifically, my
|
||
old HDRShop 1.0). And there is a nice text message saying “please wait…”.
|
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Despite the messy look, <a href="a.c">a.c</a> and <a href="hou.c">hou.c</a> compile warning-free
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(<a href="hou.c">hou.c</a> even wastes 18 bytes on <code>#include<stdio.h></code> just for <code>putchar(3)</code>).
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<a href="a.c">a.c</a> compiles mostly clean in the C99/ANSI modes of clang and gcc (with <code>-Wall --pedantic</code>). The only warning generated is a pedantic one: <code>"string constant too long"</code>.</li>
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</ul>
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<h3 id="comments-and-why-obfuscated">Comments and why obfuscated</h3>
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<ul>
|
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<li>Both the compression and the rendering use mathematically involved algorithms.
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Understanding the C doesn’t help much if one isn’t familiar with the math.</li>
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<li>Modern renderers provide shader access to just about any internal state. This
|
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one follows suit and reuses the same shader-accessible array for all important
|
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internal states.</li>
|
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<li>Infinity and NaN (not-a-number) are used during normal course of execution.</li>
|
||
<li>Previous image-generating entries may take care to hide the “IOCCC” string in
|
||
the code, but they leave the text clear in the <em>result</em>. This entry takes it
|
||
further and obfuscates the output image as well. Can you find the text in the
|
||
image? Hint: look up.</li>
|
||
<li><a href="a.c">a.c</a> leaves all shaders in plain text, but the plain text shader code can’t
|
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be taken for its face value; the arithmetic rules subtly diverge from our common
|
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sense.</li>
|
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<li><a href="a.c">a.c</a> is less portable than <a href="hou.c">hou.c</a> itself. <a href="hou.c">hou.c</a> only depends
|
||
on ASCII and should run just fine on 16-bit, small memory, or
|
||
floating-point-incapable machines. <a href="a.c">a.c</a>, while still reasonably portable, is
|
||
quite memory consuming, requires IEEE754-compliant <code>double</code>, and assumes <code>int</code> to be
|
||
32-bits.</li>
|
||
<li>Though technically endian-dependent, <a href="a.c">a.c</a> remains portable providing that one
|
||
doesn’t copy saved sessions across different endianness.</li>
|
||
</ul>
|
||
<h3 id="spoiler">Spoiler</h3>
|
||
<pre><code> 3225 3225 3225 9 9 3225 3225
|
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1 1 1 1 1 1 1 1 1 1
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4225 1226 1 1 1 1 1222 1226
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1 1 1 1 1 1 1 1 1
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4226 1 4226 8 4222 4226 1 1</code></pre>
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<p>The program consists of a recursive-descent interpreter, a <code>3DDDA</code> (3D Discrete
|
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Differential Analysis) ray tracer, a <code>PSSMLT</code> (Primary Sample Space Metropolis
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Light Transport) light path sampler, all squeezed into the size limit using a
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<code>PPM</code> compressor (Prediction by Partial Matching, and yes, the output format is
|
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chosen for the pun..).</p>
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<p><code>PSSMLT</code> uses the Metropolis-Hasting algorithm to sample a 32D unit hypercube.
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Each point in the hypercube is interpreted as a sequence of random numbers, and
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is sent to a path tracer to generate a light path. The point’s
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Metropolis-Hasting energy is then defined as the corresponding path’s
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contribution value to the final image. Since each path is sampled with a
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probability proportional to its energy, the sample distribution directly
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corresponds to the final image, which can then be produced as a simple per-pixel
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histogram of all generated paths. The robustness comes from a state mutation
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strategy that actively tries to explore the neighborhood of high energy peaks
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(e.g. paths that happen to hit the light source in
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<a href="otherroom.scene">otherroom.scene</a>). In addition, a rudimentary form of lens
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path stratification is added to balance the attention each pixel receives. The
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Metropolis-Hasting process completely avoids the tell-tale pixel sampling loop
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required in most other image generation methods.</p>
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<p>The <code>3DDDA</code> tracer is chosen for scalability: its performance doesn’t get much
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worse as scene complexity increases. Another benefit is that with the <code>DDA</code> code
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in place one can naturally use hierarchical grids as an acceleration structure.
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The downside, of course, is that the setup involves quite a few divisions, which
|
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naturally turns into divisions-by-zero. Fortunately, the IEEE754 standard has a
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nice set of rules just for this purpose and the arithmetics are organized in a
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specific way to take advantage of this. The shader interpreter component is
|
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relatively straightforward, just an expression evaluator stripped to the bare
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minimum – it doesn’t even support numerical constants natively. A final little
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bit is a just-good-enough PRNG (Pseudo Random Number Generator) to replace the
|
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low precision Windows <code>rand()</code> and the non-C99 Unix <code>drand48(3)</code>. An overnight
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session would run through its short period many times, but that doesn’t
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necessarily map to the same set of paths in <code>PSSMLT</code>. After all,
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Metropolis-Hasting used an even worse PRNG in their 1953 paper.</p>
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<p>The <code>PPM</code> compressor uses statically weighted fixed order contexts with an
|
||
arithmetic encoder tweaked for <a href="../iocccsize.c">iocccsize.c</a>. The encoder emits octet-space pairs
|
||
where each octet encodes ~6.5 bits of information and each space encodes 2 bits
|
||
(thanks to the generous definition of “space” in <a href="../iocccsize.c">iocccsize.c</a>). The compressor
|
||
actively shuffles the variable names around until the compressed string happens
|
||
to contain enough <code>{};</code>s to pass the final <a href="../iocccsize.c">iocccsize.c</a> test.
|
||
There are a few other tweaks:</p>
|
||
<ul>
|
||
<li><p>The <code>PPM</code> model uses mostly whitespace characters for weights.</p></li>
|
||
<li><p>The encoder never emits <code>'"'</code> and <code>'\\'</code>.</p></li>
|
||
<li><p>The decoder uses an O(n^2) algorithm to avoid the gigabytes-sized hash table
|
||
frequently found in other <code>PPM</code> implementations.</p></li>
|
||
</ul>
|
||
<!--
|
||
|
||
Copyright © 1984-2024 by Landon Curt Noll. All Rights Reserved.
|
||
|
||
You are free to share and adapt this file under the terms of this license:
|
||
|
||
Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
|
||
|
||
For more information, see:
|
||
|
||
https://creativecommons.org/licenses/by-sa/4.0/
|
||
|
||
-->
|
||
|
||
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|
||
|
||
<!-- START: this line starts content generated by: bin/output-index-inventory.sh -->
|
||
|
||
<h1 id="inventory-for-2013hou"><a name="inventory"></a>Inventory for 2013/hou</h1>
|
||
<p><a href="#top">Jump to top</a></p>
|
||
<h2 id="primary-files">Primary files</h2>
|
||
<ul>
|
||
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/hou/hou.c">hou.c</a> - entry source</li>
|
||
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/hou/Makefile">Makefile</a> - entry Makefile</li>
|
||
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/hou/hou.orig.c">hou.orig.c</a> - original source</li>
|
||
<li><a href="doc/example.html">doc/example.html</a> - detailed information about entry</li>
|
||
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/hou/old_default.scene">old_default.scene</a> - sample input</li>
|
||
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/hou/otherroom.scene">otherroom.scene</a> - sample input</li>
|
||
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/hou/try.sh">try.sh</a> - how to run</li>
|
||
<li><a href="luna.jpg">luna.jpg</a> - sample image data</li>
|
||
<li><a href="old_default.jpg">old_default.jpg</a> - sample image data</li>
|
||
<li><a href="otherroom.jpg">otherroom.jpg</a> - sample image data</li>
|
||
<li><a href="2013_hou.tar.bz2">2013_hou.tar.bz2</a> - download entry</li>
|
||
</ul>
|
||
<h2 id="secondary-files">Secondary files</h2>
|
||
<ul>
|
||
<li><a href="index.html">index.html</a> - entry home page</li>
|
||
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/hou/README.md">README.md</a> - markdown source for index.html</li>
|
||
<li><a href="doc/camera.png">doc/camera.png</a> - documentation support image</li>
|
||
<li><a href="doc/cosine.png">doc/cosine.png</a> - documentation support image</li>
|
||
<li><a href="doc/draft.png">doc/draft.png</a> - documentation support image</li>
|
||
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/hou/doc/example.md">doc/example.md</a> - markdown source for doc/example.html</li>
|
||
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/hou/.entry.json">.entry.json</a> - description of entry in JSON</li>
|
||
<li><a href="https://github.com/ioccc-src/temp-test-ioccc/blob/master/2013/hou/.gitignore">.gitignore</a> - list of files that should not be committed under git</li>
|
||
<li><a href=".path">.path</a> - directory path from top directory</li>
|
||
</ul>
|
||
|
||
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|
||
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||
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|
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|
||
</div>
|
||
|
||
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|
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|
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|
||
</div>
|
||
|
||
<!-- END: this line ends content from: inc/end-row.default.html -->
|
||
<!-- START: this line starts content from: inc/footer.default.html -->
|
||
|
||
<!--
|
||
|
||
Copyright © 1984-2024 by Landon Curt Noll. All Rights Reserved.
|
||
|
||
You are free to share and adapt this file under the terms of this license:
|
||
|
||
Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)
|
||
|
||
For more information, see:
|
||
|
||
https://creativecommons.org/licenses/by-sa/4.0/
|
||
|
||
-->
|
||
|
||
<div class="footer">
|
||
<h2>Copyright and CC BY-SA 4.0 License</h2>
|
||
<p>This file and web page is:</p>
|
||
<blockquote><b>Copyright © 1984-2024 by Landon Curt Noll. All Rights Reserved.</b></blockquote>
|
||
<p>You are free to share and adapt this file under the terms of this license:</p>
|
||
<blockquote><b>Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0)</b></blockquote>
|
||
<p>For more information, see:</p>
|
||
<blockquote><a
|
||
href="https://creativecommons.org/licenses/by-sa/4.0/">https://creativecommons.org/licenses/by-sa/4.0/</a></blockquote>
|
||
<h2>Coda</h2>
|
||
<p><a href="https://validator.w3.org/nu/?doc=https%3A%2F%2Fioccc-src.github.io%2Ftemp-test-ioccc%2F2013%2Fhou%2Findex.html">Nu HTML check this web page</a></p>
|
||
<p><a href="#top">Jump to top</a> <a href="#content">Jump to Content</a> <a href="#inventory">Jump to Inventory</a></p>
|
||
</div>
|
||
|
||
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||
|
||
</body>
|
||
</html>
|
||
|
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