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c++ - 光线追踪阴影

转载 作者:太空狗 更新时间:2023-10-29 20:24:52 24 4
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因此,我在网上阅读了有关光线追踪的信息,并开始利用业余时间从头开始编写 Raytracer。我正在使用 C++,我已经学习了大约一个月了。我已经在网上阅读了光线追踪的理论,到目前为止它运行良好。它只是一个基本的 Raytracer,既不使用模型也不使用纹理。

起初它制作了一个 Raycaster 并且对结果非常满意。 enter image description here

然后我尝试了多个对象,它也起作用了。我只是在这个实现中使用了漫反射着色,并在没有着色的点将光的颜色添加到对象颜色。 enter image description here不幸的是,此代码不适用于多个光源。于是我开始重写我的代码,让它支持多灯。我还阅读了 Phong 照明并开始工作: enter image description here它甚至适用于多个灯: enter image description here

到目前为止我很高兴,但现在我有点卡住了。我已经尝试解决这个问题很长一段时间了,但我什么也没想到。当我添加第二个球体甚至第三个球体时,只有最后一个球体被照亮。最后,我指的是我存储所有对象的数组中的对象。请参见下面的代码。 enter image description here

很明显,紫色球体应该有类似的照明,因为它们的中心位于同一平面上。令我惊讶的是,球体只有环境照明 --> 阴影,但事实并非如此。

现在我的跟踪函数:

Colour raytrace(const Ray &r, const int &depth)
{
//first find the nearest intersection of a ray with an object
//go through all objects an find the one with the lowest parameter

double t, t_min = INFINITY;
int index_nearObj = -1;//-1 to know if obj found
for(int i = 0; i < objSize; i++)
{
//skip light src
if(!dynamic_cast<Light *>(objects[i]))
{
t = objects[i]->findParam(r);
if(t > 0 && t < t_min) //if there is an intersection and
//its distance is lower than the current min --> new min
{
t_min = t;
index_nearObj = i;
}
}
}
//now that we have the nearest intersection, calc the intersection point
//and the normal at that point
//r.position + t * r.direction

if(t_min < 0 || t_min == INFINITY) //no intersection --> return background Colour
return White;
Vector intersect = r.getOrigin() + r.getDirection()*t;
Vector normal = objects[index_nearObj]->NormalAtIntersect(intersect);

//then calculate light ,shading and colour


Ray shadowRay;
Ray rRefl;//reflected ray
bool shadowed;
double t_light = -1;
Colour finalColour = White;
Colour objectColor = objects[index_nearObj]->getColour();
Colour localColour;
Vector tmpv;

//get material properties
double ka = 0.1; //ambient coefficient
double kd; //diffuse coefficient
double ks; //specular coefficient
Colour ambient = ka * objectColor; //ambient component
//the minimum Colour the obj has, even if object is not hit by light
Colour diffuse, specular;
double brightness;
int index = -1;
localColour = ambient;
//look if the object is in shadow or light
//do this by casting a ray from the obj and
// check if there is an intersection with another obj
for(int i = 0; i < objSize; i++)
{
if(dynamic_cast<Light *>(objects[i])) //if object is a light
{//for each light
shadowed = false;
//create Ray to light
//its origin is the intersection point
//its direction is the position of the light - intersection
tmpv = objects[i]->getPosition() - intersect;
shadowRay = Ray(intersect + (!tmpv) * BIAS, tmpv);
//the ray construcor automatically normalizes its direction
t_light = objects[i]->findParam(shadowRay);



if(t_light < 0) //no imtersect, which is quite impossible
continue;

//then we check if that Ray intersects one object that is not a light
for(int j = 0; j < objSize; j++)
{
if(!dynamic_cast<Light *>(objects[j]))//if obj is not a light
{
//we compute the distance to the object and compare it
//to the light distance, for each light seperately
//if it is smaller we know the light is behind the object
//--> shadowed by this light

t = objects[j]->findParam(shadowRay);
if(t < 0) // no intersection
continue;
if(t < t_light) // intersection that creates shadow
shadowed = true;
else
{
shadowed = false;
index = j;//not using the index now,maybe later
break;
}
}
}

//we know if intersection is shadowed or not
if(!shadowed)// if obj is not shadowed
{
rRefl = objects[index_nearObj]->calcReflectingRay(shadowRay, intersect); //reflected ray from ligh src, for ks
kd = maximum(0.0, (normal|shadowRay.getDirection()));
ks = pow(maximum(0.0, (r.getDirection()|rRefl.getDirection())), objects[index_nearObj]->getMaterial().shininess);
diffuse = kd * objectColor;// * objects[i]->getColour();
specular = ks * objects[i]->getColour();//not sure if obj needs specular colour
brightness = 1 /(1 + t_light * DISTANCE_DEPENDENCY_LIGHT);
localColour += brightness * (diffuse + specular);
}
}
}
//handle reflection

//handle transmission

//combine colours
//localcolour+reflectedcolour*refl_coeff + transmittedcolor*transmission coeff

finalColour = localColour; //+reflcol+ transmcol
return finalColour;
}

接下来是渲染函数:

for(uint32_t y = 0; y < h; y++)
{
for(uint32_t x = 0; x < w; x++)
{
//pixel coordinates for the scene, depends on implementation...here camera on z axis
pixel.X() = ((x+0.5)/w-0.5)*aspectRatio *angle;
pixel.Y() = (0.5 - (y+0.5)/w)*angle;
pixel.Z() = look_at.getZ();//-1, cam at 0,0,0

rTmp = Ray(cam.getOrigin(), pixel - cam.getOrigin());
cTmp = raytrace(rTmp, depth);//depth == 0
pic.setPixel(y, x, cTmp);//writes colour of pixel in picture
}
}

所以这是我的相交函数:

double Sphere::findParam(const Ray &r) const
{
Vector rorig = r.getOrigin();
Vector rdir = r.getDirection();
Vector center = getPosition();
double det, t0 , t1; // det is the determinant of the quadratic equation: B² - 4AC;

double a = (rdir|rdir);
//one could optimize a away cause rdir is a unit vector
double b = ((rorig - center)|rdir)*2;
double c = ((rorig - center)|(rorig - center)) - radius*radius;
det = b*b - 4*c*a;
if(det < 0)
return -1;

t0 = (-b - sqrt(det))/(2*a);
if(det == 0)//one ontersection, no need to compute the second param!, is same
return t0;

t1 = (-b + sqrt(det))/(2*a);
//two intersections, if t0 or t1 is neg, the intersection is behind the origin!

if(t0 < 0 && t1 < 0) return -1;
else if(t0 > 0 && t1 < 0) return t0;
else if(t0 < 0 && t1 > 0) return t1;
if(t0 < t1)
return t0;
return t1;
}

Ray Sphere::calcReflectingRay(const Ray &r, const Vector &intersection)const
{
Vector rdir = r.getDirection();
Vector normal = NormalAtIntersect(intersection);
Vector dir = rdir - 2 * (rdir|normal) * normal;
return Ray(intersection, !dir);
}

//Light intersection(point src)
double Light::findParam(const Ray &r) const
{
double t;
Vector rorig = r.getOrigin();
Vector rdir = r.getDirection();
t = (rorig - getPosition())|~rdir; //~inverts a Vector
//if I dont do this, then both spheres are not illuminated-->ambient
if(t > 0)
return t;
return -1;
}

这是抽象的对象类。每个球体、光等都是一个对象。

class Object
{
Colour color;
Vector pos;
//Colour specular;not using right now
Material_t mat;
public:
Object();
Object(const Colour &);
Object(const Colour &, const Vector &);
Object(const Colour &, const Vector &, const Material_t &);
virtual ~Object()=0;

virtual double findParam(const Ray &) const =0;
virtual Ray calcReflectingRay(const Ray &, const Vector &)const=0;
virtual Ray calcRefractingRay(const Ray &, const Vector &)const=0;
virtual Vector NormalAtIntersect(const Vector &)const=0;

Colour getColour()const {return color;}
Colour & colour() {return color;}
Vector getPosition()const {return pos;}
Vector & Position() {return pos;}
Material_t getMaterial()const {return mat;}
Material_t & material() {return mat;}

friend bool operator!=(const Object &obj1, const Object &obj2)
{//compares only references!
if(&obj1 != &obj2)
return true;
return false;
}
};

我使用对象指针的全局数组来存储一个世界的所有灯光、球体等:

Object *objects[objSize];

我知道我的代码一团糟,但如果有人知道发生了什么,我将不胜感激。

编辑 1 我添加了图片。

编辑 2 更新了代码,修复了一个小错误。仍然没有解决方案。

更新:添加了创建光线的渲染代码。

最佳答案

发现问题

我成功地使用 Linux 和 gcc 调试了你的光线追踪器。
关于这个问题,好吧......一旦我发现它,我就会有一种用头反复敲击键盘的冲动。 :)您的算法是正确的,除了一些偷偷摸摸的细节:

Vector intersect = r.getOrigin() + r.getDirection()*t;

计算交点时,使用t而不是 t_min .
修复包括将上面的行更改为:

Vector intersect = r.getOrigin() + r.getDirection()*t_min;

正确的输出如下:

enter image description here

其他建议

我认为问题在于您的阴影射线循环:

        //then we check if that Ray intersects one object that is not a light
for(int j = 0; j < objSize; j++)
{
if(!dynamic_cast<Light *>(objects[j]))//if obj is not a light
{
//we compute the distance to the object and compare it
//to the light distance, for each light seperately
//if it is smaller we know the light is behind the object
//--> shadowed by this light

t = objects[j]->findParam(shadowRay);
if(t < 0) // no intersection
continue;
if(t < t_light) // intersection that creates shadow
shadowed = true;
else
{
shadowed = false;
index = j;//not using the index now,maybe later
break;
}
}
}

基本上,当找到交叉点时,您设置 shadowed标记为 true ,但是你继续循环:这既低效又不正确。找到路口后,无需搜索另一个路口。我猜你的 shadow标志再次设置为 false 因为您不停止循环。此外,当 t >= t_light你打断了循环,这也是不正确的(就像 t < 0 )。我会将代码更改为以下内容:

            //then we check if that Ray intersects one object that is not a light
for (int j = 0; j < objSize; j++)
{
// Exclude lights AND the closest object found
if(j != index_nearObj && !dynamic_cast<Light *>(objects[j]))
{
//we compute the distance to the object and compare it
//to the light distance, for each light seperately
//if it is smaller we know the light is behind the object
//--> shadowed by this light

t = objects[j]->findParam(shadowRay);

// If the intersection point lies between the object and the light source,
// then the object is in shadow!
if (t >= 0 && t < t_light)
{
// Set the flag and stop the cycle
shadowed = true;
break;
}
}
}

其他一些建议:

  • 通过添加一个函数来重构您的渲染代码,该函数在给定光线的情况下找到与场景最近/第一个交点。这避免了代码重复。

  • 不要为点积和规范化重载运算符:改用专用函数。

  • 尽量减少变量的范围:这会提高代码的可读性。

  • 继续探索光线追踪的东西,因为它很棒 :D

关于c++ - 光线追踪阴影,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/25942554/

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