# 作业要求
完善以下函数:
//Renderer.cpp | |
Render()// 这里你需要为每个像素生成一条对应的光线, | |
// 然后调用函数 castRay () 来得到颜色, | |
// 最后将颜色存储在帧缓冲区的相应像素中。 | |
//Triangle.hpp | |
rayTriangleIntersect()//v0, v1, v2 是三角形的三个顶点, | |
//orig 是光线的起点,dir 是光线单位化的方向向量。 | |
//tnear, u, v 是你需要使用我们课上推导的 | |
//Moller-Trumbore 算法来更新的参数。 |
# 作业实现
# Render()
void Renderer::Render(const Scene &scene) { | |
std::vector<Vector3f> framebuffer(scene.width * scene.height); | |
float scale = std::tan(deg2rad(scene.fov * 0.5f)); | |
float imageAspectRatio = scene.width / (float)scene.height; | |
// Use this variable as the eye position to start your rays. | |
Vector3f eye_pos(0); | |
int m = 0; | |
for (int j = 0; j < scene.height; ++j) { | |
for (int i = 0; i < scene.width; ++i) { | |
// generate primary ray direction | |
float x; | |
float y; | |
// Find the x and y positions of the current pixel to get the | |
// direction vector that passes through it. Also, don't forget to | |
// multiply both of them with the variable *scale*, and x | |
// (horizontal) variable with the *imageAspectRatio* | |
x = (2 * (i + 0.5) / (float)scene.width - 1) * scale * imageAspectRatio; | |
y = (1 - 2 * (j + 0.5) / (float)scene.height) * scale; | |
Vector3f dir = | |
Vector3f(x, y, -1); // Don't forget to normalize this direction! | |
dir = normalize(dir); | |
framebuffer[m++] = castRay(eye_pos, dir, scene, 0); | |
} | |
UpdateProgress(j / (float)scene.height); | |
} | |
// save framebuffer to file | |
FILE *fp = fopen("binary.ppm", "wb"); | |
(void)fprintf(fp, "P6\n%d %d\n255\n", scene.width, scene.height); | |
for (auto i = 0; i < scene.height * scene.width; ++i) { | |
static unsigned char color[3]; | |
color[0] = (char)(255 * clamp(0, 1, framebuffer[i].x)); | |
color[1] = (char)(255 * clamp(0, 1, framebuffer[i].y)); | |
color[2] = (char)(255 * clamp(0, 1, framebuffer[i].z)); | |
fwrite(color, 1, 3, fp); | |
} | |
fclose(fp); | |
} |
# rayTriangleIntersect()
使用 Moller-Trumbore 算法实现射线与三角形的相交检测。

bool rayTriangleIntersect(const Vector3f &v0, const Vector3f &v1, | |
const Vector3f &v2, const Vector3f &orig, | |
const Vector3f &dir, float &tnear, float &u, | |
float &v) { | |
// Implement this function that tests whether the triangle | |
// that's specified bt v0, v1 and v2 intersects with the ray (whose | |
// origin is *orig* and direction is *dir*) | |
// Also don't forget to update tnear, u and v. | |
// Moller-Trumbore | |
Vector3f e1 = v1 - v0; | |
Vector3f e2 = v2 - v0; | |
Vector3f s = orig - v0; | |
Vector3f s1 = crossProduct(dir, e2); | |
Vector3f s2 = crossProduct(s, e1); | |
float t = dotProduct(s2, e2) / dotProduct(s1, e1); | |
float b1 = dotProduct(s1, s) / dotProduct(s1, e1); | |
float b2 = dotProduct(s2, dir) / dotProduct(s1, e1); | |
if (t > 0.0 && b1 > 0.0 && b2 > 0.0 && (1 - b1 - b2) > 0.0) { | |
tnear = t; | |
u = b1; | |
v = b2; | |
return true; | |
} | |
return false; | |
} |
