在过去的几天里,我第一次一直在攻击光线跟踪器.然而,有一些困扰我的怪癖,我真的不知道如何解决.从一开始就存在的是场景中球体的形状 – 渲染时,它们实际上看起来像椭圆形.当然,场景中有透视,但最终的形状看起来仍然很奇怪.我附上了一个样本渲染,我所遇到的问题在图像左下角的反射球上特别明显.
我真的不知道是什么原因引起的.它可能是光线球体交叉代码,如下所示:
bool Sphere::intersect(Ray ray,glm::vec3& hitPoint) { //Compute A,B and C coefficients float a = glm::dot(ray.dir,ray.dir); float b = 2.0 * glm::dot(ray.dir,ray.org-pos); float c = glm::dot(ray.org-pos,ray.org-pos) - (rad * rad); // Find discriminant float disc = b * b - 4 * a * c; // if discriminant is negative there are no real roots,so return // false as ray misses sphere if (disc < 0) return false; // compute q float distSqrt = sqrt(disc); float q; if (b < 0) q = (-b - distSqrt)/2.0; else q = (-b + distSqrt)/2.0; // compute t0 and t1 float t0 = q / a; float t1 = c / q; // make sure t0 is smaller than t1 if (t0 > t1) { // if t0 is bigger than t1 swap them around float temp = t0; t0 = t1; t1 = temp; } // if t1 is less than zero,the object is in the ray's negative direction // and consequently the ray misses the sphere if (t1 < 0) return false; // if t0 is less than zero,the intersection point is at t1 if (t0 < 0) { hitPoint = ray.org + t1 * ray.dir; return true; } else { // else the intersection point is at t0 hitPoint = ray.org + t0 * ray.dir; return true; } }
或者它可能是另一回事.有没有人有想法?非常感谢!
解决方法
看起来你正在使用非常宽的
field of view(FoV).这给出了鱼眼镜头的效果,扭曲了画面,特别是朝向边缘.通常,诸如90度(即,在任一方向上45度)的东西给出合理的图像.
折射实际上看起来很不错;它是倒置的,因为折射率很高.漂亮的照片在this question.