首页 > 解决方案 > 使用 Blinn-Phong 计算光线追踪器上像素的漫反射 r、g、b 值

问题描述

我正在尝试使用 Blinn-Phong 公式计算像素的 RGB 值。为此,我使用此功能:

Material getPixelColor(Ray ray, double min, int index, std::vector<Object*> Objects, std::vector<Object*> lightSources) {

    Vector intersectionPoint = ray.getOrigin() + ray.getDirection() * min;
    Vector n = Objects.at(index)->getNormalAt(intersectionPoint);
    Vector reflectiondirection = ray.getDirection() - n * Vector::dot(ray.getDirection(), n) * 2;
    Ray reflectionRay(intersectionPoint, reflectiondirection);

    // check if ray intersects any other object;
    double minimum = INFINITY;
    int count = 0, indx = -1;
    for (auto const& obj : Objects) {
        double distance = obj->Intersect(reflectionRay);
        if (minimum > distance) {
            minimum = distance;
            indx = count;
        }
        count++;
    }

    Material result(0,0,0);
    if (recurseDepth >= 5 || indx == -1) {
        recurseDepth = 0;
        // Check if object is lit for each light source
        for (auto const& light : lightSources) {
            // Blinn-Phong
            Vector lightDirection = (light->getPosition() - intersectionPoint).normalize();
            double nl = Vector::dot(n, lightDirection);
            nl = nl > 0 ? nl : 0.0;
            result = result + (Objects.at(index)->getMaterial() * light->getMaterial() * nl);
        }
    }
    else{
        recurseDepth++;
        result = result + getPixelColor(reflectionRay, minimum, indx, Objects, lightSources);
    }
    return result;
}

我得到的结果是这样的:

有错误的图像

这是没有阴影的情况: 没有阴影的图像

我一直试图找到几个小时的解决方案,但不能。我使用了错误的公式吗?

标签: c++raytracinglightingshading

解决方案


经过大量研究,我删除了从其他对象获取颜色的部分:

Material getPixelColor(Ray ray, double min, int index, std::vector<Object*> Objects, std::vector<Object*> lightSources) {
    Vector intersectionPoint = ray.getOrigin() + ray.getDirection() * min;
    Vector n = Objects.at(index)->getNormalAt(intersectionPoint);

    Material result(0,0,0);
    // Check if object is lit for each light source
    for (auto const& light : lightSources) {
        //create a ray to the light and check if there is an object between the two
        Vector lightDirection = (light->getPosition() - intersectionPoint).normalize();
        Ray lightRay(intersectionPoint, lightDirection);

        bool hit = false;
        for (auto const& obj : Objects) {
            double distance = obj->Intersect(lightRay);
            if (INFINITY > distance && distance > 0.0001) {
                hit = true;
                break;
            }
        }

        if (!hit) {
            // Blinn-Phong
            double nl = Vector::dot(n, lightDirection);

            // clamp nl between 0 and 1
            if (nl > 1.0) {
                nl = 1.0;
            }
            else if (nl < 0.0) {
                nl = 0.0;
            }

            result = result + (Objects.at(index)->getMaterial() * nl);
        }
    }
    return result;
}

所以我得到了想要的结果:

在此处输入图像描述


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