diffuse fixes

main
Brett 2022-10-17 10:09:31 -04:00
parent 7017835cfa
commit 87395a9315
9 changed files with 20 additions and 8 deletions

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@ -24,3 +24,9 @@
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@ -1,3 +1,3 @@
Start testing: Oct 17 00:29 EDT Start testing: Oct 17 09:51 EDT
---------------------------------------------------------- ----------------------------------------------------------
End testing: Oct 17 00:29 EDT End testing: Oct 17 09:51 EDT

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@ -70,7 +70,7 @@ namespace Raytracing {
World& world; World& world;
Random rnd{-1, 1}; Random rnd{-1, 1};
vec4 randomInSphere() { vec4 randomUnitVector() {
// there are two methods to generating a random unit sphere // there are two methods to generating a random unit sphere
// one which is fast and approximate: // one which is fast and approximate:
//auto v = vec4(rnd.getDouble(), rnd.getDouble(), rnd.getDouble()); //auto v = vec4(rnd.getDouble(), rnd.getDouble(), rnd.getDouble());
@ -85,6 +85,14 @@ namespace Raytracing {
// the second creates better results but is 18% slower (better defined shadows) // the second creates better results but is 18% slower (better defined shadows)
// likely due to not over generating unit vectors biased towards the corners // likely due to not over generating unit vectors biased towards the corners
} }
// unused but provides another method of diffuse rendering
vec4 randomUnitHemisphere(const vec4& normal){
vec4 v = randomUnitVector().normalize();
if (vec4::dot(v, normal) > 0.0)
return v;
else
return -v;
}
vec4 raycast(const Ray& ray, int depth); vec4 raycast(const Ray& ray, int depth);
public: public:

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@ -43,7 +43,7 @@ int main(int argc, char** args) {
// not perfect (contains duplicates) but good enough. // not perfect (contains duplicates) but good enough.
parser.printAllInInfo(); parser.printAllInInfo();
Raytracing::Image image(256, 256); Raytracing::Image image(445, 256);
Raytracing::Camera camera(90, image); Raytracing::Camera camera(90, image);
//camera.lookAt(Raytracing::vec4(0,1,0), Raytracing::vec4(0, 0, -1), Raytracing::vec4(0, 1, 0)); //camera.lookAt(Raytracing::vec4(0,1,0), Raytracing::vec4(0, 0, -1), Raytracing::vec4(0, 1, 0));

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@ -38,8 +38,6 @@ namespace Raytracing {
// TODO: profile for speed; // TODO: profile for speed;
for (int s = 0; s < raysPerPixel; s++){ for (int s = 0; s < raysPerPixel; s++){
// simulate anti aliasing by generating rays with very slight random directions // simulate anti aliasing by generating rays with very slight random directions
// TODO: this should be updated with a [-1, 1] generator as this currently only produces [0, 1]
// and therefore lacks true aliasing
color = color + raycast(camera.projectRay(i + rnd.getDouble(), j + rnd.getDouble()), 0); color = color + raycast(camera.projectRay(i + rnd.getDouble(), j + rnd.getDouble()), 0);
} }
PRECISION_TYPE sf = 1.0 / raysPerPixel; PRECISION_TYPE sf = 1.0 / raysPerPixel;
@ -57,10 +55,10 @@ namespace Raytracing {
if (hit.hit) { if (hit.hit) {
// randomly cast our bounce rays to simulate diffuse lighting // randomly cast our bounce rays to simulate diffuse lighting
vec4 newRay = hit.hitPoint + hit.normal + randomInSphere(); vec4 newRay = hit.normal + randomUnitVector().normalize();
// recursion is the only good way to do this // recursion is the only good way to do this
// TODO: maybe without the recursion, clang tidy is annoying me. // TODO: maybe without the recursion, clang tidy is annoying me.
return 0.5* raycast({hit.hitPoint, newRay - hit.hitPoint}, depth + 1); return 0.5* raycast({hit.hitPoint, newRay}, depth + 1);
} }
vec4 dir = ray.getDirection().normalize(); vec4 dir = ray.getDirection().normalize();