为什么raytracer会将球体渲染成椭圆形?

时间:2012-12-28 19:27:08

标签: c++ geometry intersection raytracing

过去几天我第一次乱砍光线追踪器。然而,有一些困扰我的怪癖,我真的不知道如何解决。从一开始就存在的是场景中球体的形状 - 渲染时,它们实际上看起来像椭圆形。当然,场景中有透视,但最终的形状看起来仍然很奇怪。我附上了一个样本渲染,我所遇到的问题在图像左下角的反光球体上特别明显。

Sample Image

我真的不知道造成这种情况的原因。它可能是光线球体交叉代码,如下所示:

bool Sphere::intersect(Ray ray, glm::vec3& hitPoint) {
//Compute A, B and C coefficients
float a = glm::dot(ray.dir, ray.dir);
float b = 2.0 * glm::dot(ray.dir, ray.org-pos);
float c = glm::dot(ray.org-pos, ray.org-pos) - (rad * rad);

// Find discriminant
float disc = b * b - 4 * a * c;

// if discriminant is negative there are no real roots, so return
// false as ray misses sphere
if (disc < 0)
    return false;

// compute q
float distSqrt = sqrt(disc);
float q;
if (b < 0)
    q = (-b - distSqrt)/2.0;
else
    q = (-b + distSqrt)/2.0;

// compute t0 and t1
float t0 = q / a;
float t1 = c / q;

// make sure t0 is smaller than t1
if (t0 > t1) {
    // if t0 is bigger than t1 swap them around
    float temp = t0;
    t0 = t1;
    t1 = temp;
}

// if t1 is less than zero, the object is in the ray's negative direction
// and consequently the ray misses the sphere
if (t1 < 0)
    return false;

// if t0 is less than zero, the intersection point is at t1
if (t0 < 0) {
    hitPoint = ray.org + t1 * ray.dir;
    return true;
} else { // else the intersection point is at t0
    hitPoint = ray.org + t0 * ray.dir;
    return true;
    }
}

或者它可能是另一回事。有没有人有想法?非常感谢!

1 个答案:

答案 0 :(得分:4)

看起来你正在使用非常广泛的field of view(FoV)。这会产生鱼眼镜头的效果,扭曲画面,特别是朝向边缘。通常像90度(即任一方向45度)的东西给出合理的图像。

折射实际上看起来很不错;它是倒置的,因为折射率很高。好照片在this question