我正在尝试为由三角形网格构成的任何对象编写光线跟踪器。我正在使用外部库从.ply格式加载多维数据集,然后将其追踪。到目前为止,我已经实现了大部分跟踪器,现在我正在尝试使用单个多维数据集进行测试,但出于某种原因,我在屏幕上看到的只是一条红线。我已经尝试了几种方法来修复它,但我根本无法解决它。对于这个主要测试,我只创建主光线,如果它们击中我的立方体,那么我将该像素着色为立方体的漫反射颜色并返回。为了检查光线 - 物体交叉点,我将遍历形成该物体的所有三角形并将距离返回到最近的一个。如果您能够查看代码并告诉我可能出错的地方以及在哪里,那将是很棒的。我将不胜感激。
Ray-Triangle交叉口:
bool intersectTri(const Vec3D& ray_origin, const Vec3D& ray_direction, const Vec3D& v0, const Vec3D& v1, const Vec3D& v2, double &t, double &u, double &v) const
{
Vec3D edge1 = v1 - v0;
Vec3D edge2 = v2 - v0;
Vec3D pvec = ray_direction.cross(edge2);
double det = edge1.dot(pvec);
if (det > - THRESHOLD && det < THRESHOLD)
return false;
double invDet = 1/det;
Vec3D tvec = ray_origin - v0;
u = tvec.dot(pvec)*invDet;
if (u < 0 || u > 1)
return false;
Vec3D qvec = tvec.cross(edge1);
v = ray_direction.dot(qvec)*invDet;
if (v < 0 || u + v > 1)
return false;
t = edge2.dot(qvec)*invDet;
if (t < 0)
return false;
return true;
}
//Object intersection
bool intersect(const Vec3D& ray_origin, const Vec3D& ray_direction, IntersectionData& idata, bool enforce_max) const
{
double tClosest;
if (enforce_max)
{
tClosest = idata.t;
}
else
{
tClosest = TMAX;
}
for (int i = 0 ; i < indices.size() ; i++)
{
const Vec3D v0 = vertices[indices[i][0]];
const Vec3D v1 = vertices[indices[i][1]];
const Vec3D v2 = vertices[indices[i][2]];
double t, u, v;
if (intersectTri(ray_origin, ray_direction, v0, v1, v2, t, u, v))
{
if (t < tClosest)
{
idata.t = t;
tClosest = t;
idata.u = u;
idata.v = v;
idata.index = i;
}
}
}
return (tClosest < TMAX && tClosest > 0) ? true : false;
}
Vec3D trace(World world, Vec3D &ray_origin, Vec3D &ray_direction)
{
Vec3D objColor = world.background_color;
IntersectionData idata;
double coeff = 1.0;
int depth = 0;
double tClosest = TMAX;
Object *hitObject = NULL;
for (unsigned int i = 0 ; i < world.objs.size() ; i++)
{
IntersectionData idata_curr;
if (world.objs[i].intersect(ray_origin, ray_direction, idata_curr, false))
{
if (idata_curr.t < tClosest && idata_curr.t > 0)
{
idata.t = idata_curr.t;
idata.u = idata_curr.u;
idata.v = idata_curr.v;
idata.index = idata_curr.index;
tClosest = idata_curr.t;
hitObject = &(world.objs[i]);
}
}
}
if (hitObject == NULL)
{
return world.background_color;
}
else
{
return hitObject->getDiffuse();
}
}
int main(int argc, char** argv)
{
parse("cube.ply");
Vec3D diffusion1(1, 0, 0);
Vec3D specular1(1, 1, 1);
Object cube1(coordinates, connected_vertices, diffusion1, specular1, 0, 0);
World wrld;
// Add objects to the world
wrld.objs.push_back(cube1);
Vec3D background(0, 0, 0);
wrld.background_color = background;
// Set light color
Vec3D light_clr(1, 1, 1);
wrld.light_colors.push_back(light_clr);
// Set light position
Vec3D light(0, 64, -10);
wrld.light_positions.push_back(light);
int width = 128;
int height = 128;
Vec3D *image = new Vec3D[width*height];
Vec3D *pixel = image;
// Trace rays
for (int y = -height/2 ; y < height/2 ; ++y)
{
for (int x = -width/2 ; x < width/2 ; ++x, ++pixel)
{
Vec3D ray_dir(x+0.5, y+0.5, -1.0);
ray_dir.normalize();
Vec3D ray_orig(0.5*width, 0.5*height, 0.0);
*pixel = trace(wrld, ray_orig, ray_dir);
}
}
savePPM("./test.ppm", image, width, height);
return 0;
}
我刚刚运行了一个测试用例,我得到了这个:
对于以(0,0,-1.5)为中心的单位立方体,并在X和Y轴上按100缩放。看起来投影出现了问题,但我无法确切地说出来自结果。另外,不应该,在这种情况下(立方体居中于(0,0))最终对象也出现在图片的中间? FIX:我通过在规范化和调用跟踪函数之前执行ray_dir = ray_dir - ray_orig来修复居中问题。不过,这种看法似乎是完全错误的。
答案 0 :(得分:0)
我继续工作,现在我开始根据Phong实施漫反射。
Vec3D追踪(世界,Vec3D&amp; ray_origin,Vec3D&amp; ray_direction) {
Vec3D objColor = Vec3D(0);
IntersectionData idata;
double coeff = 1.0;
int depth = 0;
do
{
double tClosest = TMAX;
Object *hitObject = NULL;
for (unsigned int i = 0 ; i < world.objs.size() ; i++)
{
IntersectionData idata_curr;
if (world.objs[i].intersect(ray_origin, ray_direction, idata_curr, false))
{
if (idata_curr.t < tClosest && idata_curr.t > 0)
{
idata.t = idata_curr.t;
idata.u = idata_curr.u;
idata.v = idata_curr.v;
idata.index = idata_curr.index;
tClosest = idata_curr.t;
hitObject = &(world.objs[i]);
}
}
}
if (hitObject == NULL)
{
return world.background_color;
}
Vec3D newStart = ray_origin + ray_direction*idata.t;
// Compute normal at intersection by interpolating vertex normals (PHONG Idea)
Vec3D v0 = hitObject->getVertices()[hitObject->getIndices()[idata.index][0]];
Vec3D v1 = hitObject->getVertices()[hitObject->getIndices()[idata.index][1]];
Vec3D v2 = hitObject->getVertices()[hitObject->getIndices()[idata.index][2]];
Vec3D n1 = hitObject->getNormals()[hitObject->getIndices()[idata.index][0]];
Vec3D n2 = hitObject->getNormals()[hitObject->getIndices()[idata.index][1]];
Vec3D n3 = hitObject->getNormals()[hitObject->getIndices()[idata.index][2]];
// Vec3D N = n1 + (n2 - n1)*idata.u + (n3 - n1)*idata.v;
Vec3D N = v0.computeFaceNrm(v1, v2);
if (ray_direction.dot(N) > 0)
{
N = N*(-1);
}
N.normalize();
Vec3D lightray_origin = newStart;
for (unsigned int itr = 0 ; itr < world.light_positions.size() ; itr++)
{
Vec3D lightray_dir = world.light_positions[0] - newStart;
lightray_dir.normalize();
double cos_theta = max(N.dot(lightray_dir), 0.0);
objColor.setX(objColor.getX() + hitObject->getDiffuse().getX()*hitObject->getDiffuseReflection()*cos_theta);
objColor.setY(objColor.getY() + hitObject->getDiffuse().getY()*hitObject->getDiffuseReflection()*cos_theta);
objColor.setZ(objColor.getZ() + hitObject->getDiffuse().getZ()*hitObject->getDiffuseReflection()*cos_theta);
return objColor;
}
depth++;
} while(coeff > 0 && depth < MAX_RAY_DEPTH);
return objColor;
}
当我到达具有主光线的物体时,我将另一条光线发送到位于(0,0,0)的光源并根据Phong照明模型返回颜色以进行漫反射,但结果实际上并非如此预期的一个:http://s15.postimage.org/vc6uyyssr/test.png。立方体是以(0,0,0)为中心的单位立方体,然后由(1.5,-1.5,-1.5)平移。从我的角度来看,立方体的左侧应该得到更多的光,实际上它。你觉得怎么样?