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;
}