我做了ray tracer:
我一直在实施Blinn-Phong算法,但在特定情况下渲染时我遇到了一些问题(otherwise it works quite well)
当球体悬停在空中时,朗伯阴影不能正常工作(似乎只有在球体位于光源位置之上时才会发生) - Screenshot
当光源低于球体时 - Screenshot
当阴影投射到球体上时(在第一个例子中也可以看到) - Screenshot
当场景中有多个平面时(仅当阴影开启时) - Screenshot
我假设我的阴影和朗伯阴影算法有问题,但我不确定是什么,有人可以帮忙吗?
代码(没有外部库,只需编译):
Color finalColor;
Color ambient;
Color diffuse;
FPType lambertian;
FPType phong;
Color specular;
bool shadowed = false;
// Ambient
if(AMBIENT_ON)
{
ambient = closestObjectMaterial.GetColor() * AMBIENT_LIGHT * closestObjectMaterial.GetAmbient();
finalColor += ambient;
}
// Shadows, Diffuse, Specular
for(const auto &lightSource : lightSources)
{
Vector lightDir = (lightSource->GetPosition() - point); // Calculate the directional vector towards the lightSource
FPType distance = lightDir.Magnitude();
lightDir = lightDir.Normalize();
lambertian = closestObjectNormal.Dot(lightDir);
// Shadows
if(SHADOWS_ON && lambertian > 0)
{
Ray shadowRay(point, lightDir); // Cast a ray from the first intersection to the light
std::vector<FPType> secondaryIntersections;
for(const auto &sceneObject : sceneObjects)
{
secondaryIntersections.push_back(sceneObject->GetIntersection(shadowRay));
}
for(const auto &secondaryIntersection : secondaryIntersections)
{
if(secondaryIntersection > TOLERANCE) // If shadow ray intersects with some object along the way
{
shadowed = true;
finalColor *= closestObjectMaterial.GetDiffuse() * AMBIENT_LIGHT;
break;
}
}
}
// Diffuse
if(DIFFUSE_ON && shadowed == false)
{
diffuse = closestObjectMaterial.GetColor().Average(lightSource->GetColor()) * closestObjectMaterial.GetDiffuse() * lightSource->GetIntensity() * std::fmax(lambertian, 0) / distance;
finalColor += diffuse;
}
if(shadowed == false && SPECULAR_ON)
{
// Specular
if(closestObjectMaterial.GetSpecular() > 0 && closestObjectMaterial.GetSpecular() <= 1)
{
Vector V = -sceneDirection;
// Blinn-Phong
Vector H = (lightDir + V).Normalize();
FPType NdotH = closestObjectNormal.Dot(H);
phong = pow(NdotH, 300);
specular = lightSource->GetColor() * std::fmax(0, phong) * lightSource->GetIntensity() / distance; // closestObjectMaterial.GetSpecular(); add or no?
finalColor += specular;
}
}
}
FPType Sphere::GetIntersection(Ray ray)
{
Vector length = center - ray.GetOrigin(); // Length of the vector between the center and the ray origin (hypotenuse)
FPType tca = length.Dot(ray.GetDirection()); // opposide side
if(tca < 0) // No intersection registered
return -1;
if(tca > 0) // Intersection registered
{
FPType a = sqrt(length.Dot(length) - tca*tca); // Adjacent side (a = sqrt(c²-b²))
if(a > radius || a < 0)
return -1;
FPType thc = sqrt(radius*radius - a*a); // the line between 2 intersection points / 2
FPType primaryIntersection;
primaryIntersection = tca - thc;
if(primaryIntersection > 0)
return primaryIntersection;
else
{
FPType secondaryIntersection = thc + tca;
return secondaryIntersection;
}
}
return -1;
}
答案 0 :(得分:0)
我不确定为什么你的Sphere-Ray交叉点有两个平方根,你想根据this测试我的实现吗?
FPType Sphere::GetIntersection(Ray ray)
{
Vector delta = ray.GetOrigin() - center;
Vector dir = ray.GetDirection();
//Quadratic equation describing the distance along ray to intersection
FPType a = dir.Dot(dir);
FPType b = dir.Dot(delta); //removed factor of 2 later divide by a, NOT 2a
FPType c = delta.Dot(delta) - radius*radius;
FPType descrim = b*b - a*c;
if (descrim < FPType(0)) {
return -1;
}
//Find solutions to quadratic equation
descrim = sqrt(descrim) / a;
b = -b / a;
FPType intersection0 = b - descrim
if(intersection0 >= FPType(0)) {
return intersection0;
}
FPType intersection1 = b + descrim
if(intersection1 >= FPType(0)) {
return intersection1;
}
//Both solutions were negative
return -1;
}