我一直在写射线追踪器,很有趣,并且投入了很多。我已经看了一个教程,讲座和研究/其他代码,以透视图的方式计算出投影到图像上的矢量射线。不幸的是,根据我创建的图像的大小,在第4-5次迭代之后,它使用了相同的矢量射线。虽然这应该有所不同,具体取决于要在图像中查看哪个像素。
现在,我目前正在执行一种转换,该转换基本上根据要创建的图像的尺寸将光线左移或右移x/y
像素。具体来说,我查看了这两个Raytracer - Computing Eye Rays && calculation for ray generation in ray tracer答案,尝试实现它们,调整了我的代码,但没有找到任何答案。
附带说明,纵向和横向实施也不起作用。硬编码为width = 10和height = 10,因为这就是我一直在玩的尺寸。它们可以更改,并且将来肯定会更改。
使用VS2013在C ++中进行编码。
int WIDTH = 10;
int HEIGHT = 10;
int main(int argc, char **argv) {
std::cout << "creating rays..." << std::endl;
Vector Y(0, 1, 0);
Vector camPos(3, 1.5, -4);
Vector looking_at(0, 0, 0); // may change - but want to look at center for this scene
Vector difference(camPos - looking_at);
Vector camDir = difference.negative().normalize();
Vector camRight = (Y.cross(camDir)).normalize();
Vector camDown = camRight.cross(camDir);
double aspectRatio = (double) WIDTH / (double) HEIGHT;
double xAMT, yAMT; //slightly left of right from direction of camera
for (int x = 0; x < HEIGHT; x++) {
for (int y = 0; y < WIDTH; y++) {
if (WIDTH > HEIGHT) {
// landscape
xAMT = ((x + 0.5) / WIDTH) * aspectRatio - (((WIDTH - HEIGHT) / (double) HEIGHT) /2);
yAMT = ((HEIGHT - y) + 0.5) / HEIGHT;
}
else if (HEIGHT > WIDTH) {
// portrait
xAMT = (y + 0.5) / WIDTH;
yAMT = (((HEIGHT - y) + 0.5) / HEIGHT) / aspectRatio - (((HEIGHT - WIDTH) / (double) WIDTH) / 2);
}
else {
// square
xAMT = (x + 0.5) / WIDTH;
yAMT = ((HEIGHT - y) + 0.5) / HEIGHT;
}
// YES - this indeed does work
Vector camRayOrigin = camPos;
Vector camRightDir = camRight * (yAMT - 0.5);
Vector camDownDir = camDown * (xAMT - 0.5);
Vector camRayDirection = (camDir + (camRightDir + camDownDir)).normalize();
Ray camRay(camRayOrigin, camRayDirection);
camRayDirection.print_vector();
}
}
}
上面的代码产生的文本是:
creating rays...
-0.173037 0.117114 0.977928
-0.325543 -0.458438 0.826956
-0.517036 -0.198503 0.832629
-0.54971 -0.326274 0.769002
-0.575177 -0.269626 0.772316
-0.573114 -0.295291 0.764423
-0.575342 -0.283767 0.76711
-0.574404 -0.288958 0.765874
-0.574826 -0.286623 0.766435
-0.574637 -0.287674 0.766183
-0.574716 -0.287234 0.766288
-0.574689 -0.287388 0.766251
-0.574698 -0.287334 0.766264
-0.574695 -0.287353 0.76626
-0.574696 -0.287346 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
-0.574696 -0.287348 0.766261
向量类:
#include <cmath>
class Vector {
double x, y, z;
int size = 3;
public:
~Vector() {};
Vector() : x(0), y(0), z(0) {}
Vector(double _x, double _y, double _z) : x(_x), y(_y), z(_z) {}
Vector& operator=(Vector rhs);
// Vector mathematical operations
Vector operator+(const Vector& rhs);
Vector& operator+=(const Vector& rhs);
Vector operator-(const Vector& rhs);
Vector& operator-=(const Vector& rhs);
// Vector scalar operations
Vector operator+(const double& rhs);
Vector operator-(const double& rhs);
Vector operator*(const double& rhs);
Vector operator/(const double& rhs);
Vector cross(const Vector& rhs); // Cross-Product
double dot(const Vector& rhs); // Dot-Product
Vector normalize(); // Normalize
Vector negative(); // Negative
double mag(); // Magnitude
void swap(Vector& rhs);
void print_vector();
};
Vector& Vector::operator=(Vector rhs) {
swap(rhs);
return *this;
}
Vector Vector::operator+(const Vector& rhs) {
Vector result(*this);
result += rhs;
return result;
}
Vector& Vector::operator+=(const Vector& rhs) {
this->x += rhs.x;
this->y += rhs.y;
this->z += rhs.z;
return *this;
}
Vector Vector::operator-(const Vector& rhs) {
Vector result(*this);
result -= rhs;
return result;
}
Vector& Vector::operator-=(const Vector& rhs) {
this->x -= rhs.x;
this->y -= rhs.y;
this->z -= rhs.z;
return *this;
}
Vector Vector::operator+(const double& rhs) {
this->x += rhs;
this->y += rhs;
this->z += rhs;
return *this;
}
Vector Vector::operator-(const double& rhs) {
this->x -= rhs;
this->y -= rhs;
this->z -= rhs;
return *this;
}
Vector Vector::operator*(const double& rhs) {
this->x *= rhs;
this->y *= rhs;
this->z *= rhs;
return *this;
}
Vector Vector::operator/(const double& rhs) {
this->x /= rhs;
this->y /= rhs;
this->z /= rhs;
return *this;
}
Vector Vector::cross(const Vector& rhs) {
double a = (y * rhs.z) - (z * rhs.y);
double b = (z * rhs.x) - (x * rhs.z);
double c = (x * rhs.y) - (y * rhs.x);
Vector product(a, b, c);
return product;
}
double Vector::dot(const Vector& rhs) {
double scalar = (x * rhs.x) + (y * rhs.y) + (x * rhs.z);
return scalar;
}
double Vector::mag() {
return sqrt(pow(x, 2) + pow(y, 2) + pow(z, 2));
}
Vector Vector::normalize() {
double mag = sqrt(pow(x, 2) + pow(y, 2) + pow(z, 2));
if (mag != 0) {
this->x /= mag;
this->y /= mag;
this->z /= mag;
}
return *this;
}
Vector Vector::negative() {
this->x *= -1;
this->y *= -1;
this->z *= -1;
return *this;
}
void Vector::swap(Vector& rhs) {
using std::swap;
swap(this->x, rhs.x);
swap(this->y, rhs.y);
swap(this->z, rhs.z);
}
void Vector::print_vector() {
std::cout
<< x
<< " "
<< y
<< " "
<< z
<< std::endl;
}
最佳答案
问题在Vector
类中。
实施+
,-
,*
,/
(double)
的方法与实施+=
,-=
(const Vector&)
的方法相同:更改this
的值。
在实现二进制运算符时(第一个操作数为this
,第二个操作数为rhs
),通常不希望更改操作数的值。在这种情况下,强烈建议您使用const
来警告操作员,以防出现此类错误。
Vector operator+(const double& rhs) const;
代替:
Vector operator+(const double& rhs);
然后,实现为:
Vector Vector::operator+(const double& rhs) const {
Vector result(*this);
result.x += rhs;
result.y += rhs;
result.z += rhs;
return result;
}
关于c++ - 计算raytracer射线- vector 会聚到相同的输出,我们在Stack Overflow上找到一个类似的问题:https://stackoverflow.com/questions/25475570/