光线追踪器反射粒状

时间:2016-03-01 19:42:42

标签: c++ graphics 3d rendering raytracing

我刚刚在我的光线跟踪器中实现了反射,这里是处理反射的代码,但是我将所有代码上传到github repository以便更好地阅读:

Color finalColor = closestObjectMaterial.GetColor() * AMBIENTLIGHT; // Add ambient light to the calculation

// Reflections
if(closestObjectMaterial.GetSpecular() > 0 && closestObjectMaterial.GetSpecular() <= 1)
{
    Vector scalar = closestObjectNormal * (closestObjectNormal.Dot(intersectingRayDir.Negative()));
    Vector resultantReflection = intersectingRayDir.Negative() + ((scalar + (intersectingRayDir)) * 2);
    Vector reflectionDirection = resultantReflection.Normalize();

    Ray reflectionRay(intersectionRayPos, resultantReflection);

    // determine what the ray intersects with first
    std::vector<FPType> reflectionIntersections;
    for(auto sceneObject : sceneObjects)
    {
        reflectionIntersections.push_back(sceneObject->GetIntersection(reflectionRay));
    }

    int closestObjectWithReflection = ClosestObjectIndex(reflectionIntersections);

    if(closestObjectWithReflection != -1)
    {
        // reflection ray missed everthing else
        if(reflectionIntersections[closestObjectWithReflection] > TOLERANCE)
        {
            // determine the position and direction at the point of intersection with the reflection ray
            // the ray only affects the color if it reflected off something
            Vector reflectionIntersectionPosition = intersectionRayPos + (resultantReflection * (reflectionIntersections[closestObjectWithReflection]));
            Vector reflectionIntersectionRayDirection = resultantReflection;
            Color reflectionIntersectionColor = GetColorAt(reflectionIntersectionPosition, reflectionIntersectionRayDirection, sceneObjects, closestObjectWithReflection, lightSources);
            finalColor += (reflectionIntersectionColor * closestObjectMaterial.GetReflection());
        }
    }
}

我在所有反射上得到这些颗粒状的瑕疵(这是一个16k分辨率渲染放大):

enter image description here

然而,在较低分辨率(如1920x1080:

)上它更为明显

enter image description here

enter image description here

1 个答案:

答案 0 :(得分:1)

我认为问题在于Ray反射自身。我没有重新编译代码来确认这一点。您可以尝试在反射光线的起始位置添加一些偏移。

Vector offset = resultantReflection * 0.001;
Ray reflectionRay(intersectionRayPos + offset, resultantReflection);