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c++ - 光线追踪三角形网格对象

转载 作者:太空狗 更新时间:2023-10-29 23:07:11 24 4
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我正在尝试为任何由三角形网格构成的物体编写光线追踪器。我正在使用外部库从 .ply 格式加载立方体,然后对其进行追踪。到目前为止,我已经实现了大部分跟踪器,现在我正尝试用一个立方体对其进行测试,但由于某种原因,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,但我再也想不通了。对于这个主要测试,我只创建初级光线,如果它们击中我的立方体,然后我将该像素着色为立方体的漫反射颜色并返回。为了检查光线与物体的交点,我遍历了构成该物体的所有三角形,并将距离返回到最近的一个。如果您能查看代码并告诉我哪里出了问题,那就太好了。我将不胜感激。

射线-三角形相交:

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) 为中心并在 X 轴和 Y 轴上缩放 100 的单位立方体。投影似乎有问题,但我无法准确判断结果。另外,在这种情况下(立方体以(0,0)为中心)最终对象不应该也出现在图片的中间吗?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 来解决居中问题。不过,这种观点似乎完全错误。

最佳答案

我继续这项工作,现在我开始根据 Phong 实现漫反射。

Vec3D trace(World world, Vec3D &ray_origin, Vec3D &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;

当我用初级光线到达一个物体时,我向位于 (0,0,0) 的光源发送另一条光线,并根据漫反射的 Phong 照明模型返回颜色,但结果真的不是预期的:http://s15.postimage.org/vc6uyyssr/test.png .立方体是以 (0,0,0) 为中心然后平移 (1.5, -1.5, -1.5) 的单位立方体。从我的角度来看,立方体的左侧应该获得更多光线,而且确实如此。你怎么看?

关于c++ - 光线追踪三角形网格对象,我们在Stack Overflow上找到一个类似的问题: https://stackoverflow.com/questions/13440291/

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