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为什么我的路径追踪代码不起作用?

[英]Why isn't my pathtracing code working?

我一直在用纯Python来攻击一个路径追踪器,只是为了好玩,而且由于我以前的阴影不太漂亮( 兰伯特的余弦定律 ),我正在尝试实现递归路径追踪。

我的引擎输出中止:

在此输入图像描述

我的路径追踪函数是递归定义的,如下所示:

def TracePath2(ray, scene, bounce_count):
  result = 100000.0
  hit = False

  answer = Color(0.0, 0.0, 0.0)

  for object in scene.objects:
    test = object.intersection(ray)

    if test and test < result:
      result = test
      hit = object

  if not hit:
    return answer

  if hit.emittance:
    return hit.diffuse * hit.emittance

  if hit.diffuse:
    direction = RandomDirectionInHemisphere(hit.normal(ray.position(result)))

    n = Ray(ray.position(result), direction)
    dp = direction.dot(hit.normal(ray.position(result)))
    answer += TracePath2(n, scene, bounce_count + 1) * hit.diffuse * dp

  return answer

我的场景(我制作了自定义的XML描述格式)是这样的:

<?xml version="1.0" ?>

<scene>
  <camera name="camera">
    <position x="0" y="-5" z="0" />
    <direction x="0" y="1" z="0" />

    <focalplane width="0.5" height="0.5" offset="1.0" pixeldensity="1600" />
  </camera>

  <objects>
    <sphere name="sphere1" radius="1.0">
      <material emittance="0.9" reflectance="0">
        <diffuse r="0.5" g="0.5" b="0.5" />
      </material>

      <position x="1" y="0" z="0" />
    </sphere>

    <sphere name="sphere2" radius="1.0">
      <material emittance="0.0" reflectance="0">
        <diffuse r="0.8" g="0.5" b="0.5" />
      </material>

      <position x="-1" y="0" z="0" />
    </sphere>
  </objects>
</scene>

我很确定我的引擎存在一些根本性的缺陷,但我找不到它......


这是我的新追踪功能:

def Trace(ray, scene, n):
  if n > 10: # Max raydepth of 10. In my scene, the max should be around 4, since there are only a few objects to bounce off, but I agree, there should be a cap.
    return Color(0.0, 0.0, 0.0)

  result = 1000000.0 # It's close to infinity...
  hit = False

  for object in scene.objects:
    test = object.intersection(ray)

    if test and test < result:
      result = test
      hit = object

  if not hit:
    return Color(0.0, 0.0, 0.0)

  point = ray.position(result)

  normal = hit.normal(point)
  direction = RandomNormalInHemisphere(normal) # I won't post that code, but rest assured, it *does* work.

  if direction.dot(ray.direction) > 0.0:
    point = ray.origin + ray.direction * (result + 0.0000001) # We're going inside an object (for use when tracing glass), so move a tad bit inside to prevent floating-point errors.
  else:
    point = ray.origin + ray.direction * (result - 0.0000001) # We're bouncing off. Move away from surface a little bit for same reason.

  newray = Ray(point, direction)

  return Trace(newray, scene, n + 1) * hit.diffuse + Color(hit.emittance, hit.emittance, hit.emittance) # Haven't implemented colored lights, so it's a shade of gray for now.

我很确定路径追踪代码是有效的,因为我手动投射了一些光线并得到了非常合理的结果。 我现在遇到的问题是相机不能通过图像平面中的所有像素拍摄光线。 我制作了这段代码来找到与像素相交的光线,但它无法正常工作:

origin = scene.camera.pos                 # + 0.5 because it      # 
                                          # puts the ray in the   # This calculates the width of one "unit"
                                          # *middle* of the pixel # 
worldX = scene.camera.focalplane.width - (x + 0.5)                * (2 * scene.camera.focalplane.width / scene.camera.focalplane.canvasWidth)
worldY = scene.camera.pos.y - scene.camera.focalplane.offset # Offset of the imaging plane is know, and it's normal to the camera's direction (directly along the Y-axis in this case).
worldZ = scene.camera.focalplane.height - (y + 0.5)               * (2 * scene.camera.focalplane.height / scene.camera.focalplane.canvasHeight)

ray = Ray(origin, (scene.camera.pos + Point(worldX, worldY, worldZ)).norm())

我的第一个问题是, if test > result: if test < result: 你正在寻找最接近的命中,而不是最远的命中。

第二,为什么在这里为direction*0.00001点添加direction*0.00001 n = Ray(ray.position(result) + direction * 0.00001, direction) 这会让你的新光线开始在球体内。 我相信当你递归调用TracePath2 ,你乘以的点积将是负数,这有助于解释问题。

编辑:更新的问题

这一行让我困惑: answer += TracePath2(n, scene, bounce_count + 1) * hit.diffuse * dp 首先, answer只是Color(0.0, 0.0, 0.0) return racePath2(n, scene, bounce_count + 1) * hit.diffuse * dp Color(0.0, 0.0, 0.0)所以你可以简单地return racePath2(n, scene, bounce_count + 1) * hit.diffuse * dp 但这仍然困扰着我,因为我不明白你为什么要把递归调用和hit.diffuse 这样的事情对我来说更有意义return racePath2(n, scene, bounce_count + 1) * dp + hit.diffuse 还有一件事,你永远不会检查bounce_count 无论如何你永远不会永远在这个场景中递归,但是如果你想要渲染更大的场景, if bounce_count > 15: return black你会想要这样的东西if bounce_count > 15: return black

编辑2:

我看到的一件事,我仍然想知道的是if-else到底是什么。 首先,我不完全确定代码的这一部分是做什么的。 我想你正在测试光线是否在物体内部。 在这种情况下,您的测试将是这样的inside = normal.dot(ray.direction) > 0.0 我只是针对normal而不是direction进行测试,因为在半球中使用随机方向可能会给出错误的答案。 现在,如果你在想要离开的物体内,但是如果你已经出去,你想留在外面吗? 就像我说的那样,我不太清楚应该做什么。

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