【发布时间】:2016-12-19 00:26:33
【问题描述】:
我做了一个ray tracer:
我一直在实现 Blinn-Phong 算法,但是在特定情况下渲染时遇到了一些问题(otherwise it works quite well)
当球体悬停在空中时,朗伯着色无法正常工作(似乎仅在球体高于光源位置时才会发生)-Screenshot
当光源低于球体时 - Screenshot
当阴影投射到球体上时(也可以在第一个示例中看到)-Screenshot
当场景中有超过 1 个平面时(仅当阴影打开时)-Screenshot
我假设我的阴影和朗伯着色算法有问题,但我不确定是什么问题,有人可以帮忙吗?
代码(没有外部库,直接编译):
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;
}
【问题讨论】:
-
GetIntersection可以返回负数吗? -
为球体添加 GetIntersection 代码
标签: c++ graphics 3d rendering intersection