Esempio n. 1
0
bool Disk::Intersect(const Ray &r, float *tHit, float *rayEpsilon,
                     DifferentialGeometry *dg) const {
    // Transform _Ray_ to object space
    Ray ray;
    (*WorldToObject)(r, &ray);

    // Compute plane intersection for disk
    if (fabsf(ray.d.z) < 1e-7) return false;
    float thit = (height - ray.o.z) / ray.d.z;
    if (thit < ray.mint || thit > ray.maxt)
        return false;

    // See if hit point is inside disk radii and $\phimax$
    Point phit = ray(thit);
    float dist2 = phit.x * phit.x + phit.y * phit.y;
    if (dist2 > radius * radius || dist2 < innerRadius * innerRadius)
        return false;

    // Test disk $\phi$ value against $\phimax$
    float phi = atan2f(phit.y, phit.x);
    if (phi < 0) phi += 2. * M_PI;
    if (phi > phiMax)
        return false;

    // Find parametric representation of disk hit
    float u = phi / phiMax;
    float oneMinusV = ((sqrtf(dist2)-innerRadius) /
                       (radius-innerRadius));
    float invOneMinusV = (oneMinusV > 0.f) ? (1.f / oneMinusV) : 0.f;
    float v = 1.f - oneMinusV;
    Vector dpdu(-phiMax * phit.y, phiMax * phit.x, 0.);
    Vector dpdv(-phit.x * invOneMinusV, -phit.y * invOneMinusV, 0.);
    dpdu *= phiMax * INV_TWOPI;
    dpdv *= (radius - innerRadius) / radius;
    Normal dndu(0,0,0), dndv(0,0,0);

    // Initialize _DifferentialGeometry_ from parametric information
    const Transform &o2w = *ObjectToWorld;
    *dg = DifferentialGeometry(o2w(phit), o2w(dpdu), o2w(dpdv),
                               o2w(dndu), o2w(dndv), u, v, this);

    // Update _tHit_ for quadric intersection
    *tHit = thit;

    // Compute _rayEpsilon_ for quadric intersection
    *rayEpsilon = 5e-4f * *tHit;
    return true;
}
Esempio n. 2
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bool DistanceEstimator::Intersect(const Ray &r, float *tHit, float *rayEpsilon,
    DifferentialGeometry *dg) const {
  bool succeed = DoesIntersect(r, tHit);
  if (!succeed) return false;

  Ray ray;
  (*WorldToObject)(r, &ray);
  Point p = ray(*tHit);
  *rayEpsilon = DE_params.hitEpsilon * DE_params.rayEpsilonMultiplier;
  Vector n = CalculateNormal(p, DE_params.normalEpsilon);
  Vector DPDU, DPDV;
  CoordinateSystem(n, &DPDU, &DPDV);

  const Transform &o2w = *ObjectToWorld;
  *dg = DifferentialGeometry(o2w(p), o2w(DPDU), o2w(DPDV), Normal(), Normal(), 0, 0, this);
  return true;
}
Esempio n. 3
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bool Sphere::intersect(const Ray& ray, RaySurfIntersection& res)const{
    res.shp = NULL;

    //Transform ray to object space
    const Ray rOb = w2o(ray);

    const Vector o = Vector(rOb.getOrigin().x, rOb.getOrigin().y, rOb.getOrigin().z);
    const Vector d = rOb.getDir();
    const float A = d.dot(d);
    const float B = 2.0f * (d.dot(o));
    const float C = o.dot(o) - (r * r);


    struct MathUtils::QuadraticEqnRes<float> slv =
        MathUtils::solveQuadratic<float>(A, B, C);
    float tHitFinal = 0.0f; //After the below code this will eventually be set to
    //the first hit point in front of the camera
    if(slv.solCount == 0){
        return false;
    }else if(slv.solCount == 1){
        tHitFinal = slv.sol1;
        if(tHitFinal < 0.0f){
            //No solutions in front of camera
            return false;
        }
    }else{ //2 solutions
        //Find smallest t value that is > 0.0f
        if(slv.sol1 < 0.0f && slv.sol2 < 0.0f){
            //No solutions in front of camera
            return false;
        }else{
            //At least one hit in front of camera
            slv.sol1 = slv.sol1 < 0.0f ? Constants::MAX_FLOAT_VAL : slv.sol1;
            slv.sol2 = slv.sol2 < 0.0f ? Constants::MAX_FLOAT_VAL : slv.sol2;
            tHitFinal = std::min<float>(slv.sol1, slv.sol2);
        }
    }

    //Make sure hit is in front of camera
    Assert(tHitFinal >= 0.0f);

    res.tHit = tHitFinal;
    res.locWS = ray(res.tHit);
    Vector normalVecAtHit = res.locWS - o2w(Point(0.0f,0.0f,0.0f));
    res.n = normalVecAtHit.getNormalized();
    res.shp = this;
    return true;
}
Esempio n. 4
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bool Sphere::Intersect(const Ray &r, Float *distance, Float *rayEpsilon,
		DifferentialGeometry *dg) const {
	Ray ray;
	(*worldToLocal)(r, &ray);
	// Compute quadratic sphere coefficients
	Float A = ray.d.x * ray.d.x + ray.d.y * ray.d.y + ray.d.z * ray.d.z;
	Float B = 2 * (ray.d.x * ray.o.x + ray.d.y * ray.o.y + ray.d.z * ray.o.z);
	Float C = ray.o.x * ray.o.x + ray.o.y * ray.o.y + ray.o.z * ray.o.z
			- mRad * mRad;
	Float t0, t1;
	if (!Quadratic(A, B, C, &t0, &t1))
		return false;

	// Compute intersection distance along ray
	if (t0 > ray.maxT || t1 < ray.minT)
		return false;
	Float thit = t0;
	if (t0 < ray.minT) {
		thit = t1;
		if (thit > ray.maxT)
			return false;
	}

	//这里开始计算参数化变量

	//计算phi
	Point phit;
	Float phi;
	phit = ray(thit);
	if (phit.x == 0.f && phit.y == 0.f)
		phit.x = 1e-5f * mRad; //排除除零的情况
	phi = atan2f(phit.y, phit.x);
	if (phi < 0.)
		phi += 2.f * Pi; //保证phi在2PI之中

	//判断是否在Z坐标之间的裁剪空间中
	if ((mZMin > -mRad && phit.z < mZMin) || (mZMax < mRad && phit.z > mZMax)
			|| phi > mPhiMax) {
		if (thit == t1)
			return false;
		if (t1 > ray.maxT)
			return false;
		thit = t1;

		phit = ray(thit);
		if (phit.x == 0.f && phit.y == 0.f)
			phit.x = 1e-5f * mRad;
		phi = atan2f(phit.y, phit.x);
		if (phi < 0.)
			phi += 2.f * Pi;
		if ((mZMin > -mRad && phit.z < mZMin)
				|| (mZMax < mRad && phit.z > mZMax) || phi > mPhiMax)
			return false;
	}

	// Find parametric representation of sphere hit
	//寻找参数化的u和v
	Float u = phi / mPhiMax;
	Float theta = acosf(Clamp(phit.z / mRad, -1.f, 1.f));
	Float v = (theta - mThetaMin) / (mThetaMax - mThetaMin);

	// 计算偏导 偏导还不是很熟悉,所以这里照搬了PBRT的公式,详细公式可以查阅PBRT
	Float zradius = sqrtf(phit.x * phit.x + phit.y * phit.y);
	Float invzradius = 1.f / zradius;
	Float cosphi = phit.x * invzradius;
	Float sinphi = phit.y * invzradius;
	Vector3f dpdu(-mPhiMax * phit.y, mPhiMax * phit.x, 0);
	Vector3f dpdv = (mThetaMax - mThetaMin)
			* Vector3f(phit.z * cosphi, phit.z * sinphi, -mRad * sinf(theta));

	//计算法线的偏导
	Vector3f d2Pduu = -mPhiMax * mPhiMax * Vector3f(phit.x, phit.y, 0);
	Vector3f d2Pduv = (mThetaMax - mThetaMin) * phit.z * mPhiMax
			* Vector3f(-sinphi, cosphi, 0.);
	Vector3f d2Pdvv = -(mThetaMax - mThetaMin) * (mThetaMax - mThetaMin)
			* Vector3f(phit.x, phit.y, phit.z);

	Float E = Dot(dpdu, dpdu);
	Float F = Dot(dpdu, dpdv);
	Float G = Dot(dpdv, dpdv);
	Vector3f N = Normalize(Cross(dpdu, dpdv));
	Float e = Dot(N, d2Pduu);
	Float f = Dot(N, d2Pduv);
	Float g = Dot(N, d2Pdvv);

	Float invEGF2 = 1.f / (E * G - F * F);
	Normal dndu = Normal(
			(f * F - e * G) * invEGF2 * dpdu
					+ (e * F - f * E) * invEGF2 * dpdv);
	Normal dndv = Normal(
			(g * F - f * G) * invEGF2 * dpdu
					+ (f * F - g * E) * invEGF2 * dpdv);

	const Transform &o2w = *localToWorld;

	*dg = DifferentialGeometry(o2w(phit), o2w(dpdu), o2w(dpdv), o2w(dndu),
			o2w(dndv), u, v, this);
	*distance = thit;
	*rayEpsilon = 5e-4f * *distance; //交点处的Float误差

	return true;
}
Esempio n. 5
0
// 1. -- intersection or not.
// 2. -- fill differentialGeometry
bool Sphere::Intersect(const Ray &r, float *tHit, float *rayEpsilon,
                       DifferentialGeometry *dg) const {
    float phi;
    Point phit;
    // Transform _Ray_ to object space
    Ray ray;
    (*WorldToObject)(r, &ray);

	// 1. -- intersection or not.

    // Compute quadratic sphere coefficients
    float A = ray.d.x*ray.d.x + ray.d.y*ray.d.y + ray.d.z*ray.d.z;
    float B = 2 * (ray.d.x*ray.o.x + ray.d.y*ray.o.y + ray.d.z*ray.o.z);
    float C = ray.o.x*ray.o.x + ray.o.y*ray.o.y +
              ray.o.z*ray.o.z - radius*radius;

    // Solve quadratic equation for _t_ values
    float t0, t1;
    if (!Quadratic(A, B, C, &t0, &t1))		// in pbrt.h: Find quadratic discriminant
        return false;

    // Compute intersection distance along ray
    if (t0 > ray.maxt || t1 < ray.mint)
        return false;
    float thit = t0;
    if (t0 < ray.mint) {
        thit = t1;
        if (thit > ray.maxt) return false;
    }

    // Compute sphere hit position and $\phi$
    phit = ray(thit);
    if (phit.x == 0.f && phit.y == 0.f) phit.x = 1e-5f * radius;
    phi = atan2f(phit.y, phit.x);
    if (phi < 0.) phi += 2.f*M_PI;

    // Test sphere intersection against clipping parameters
    if ((zmin > -radius && phit.z < zmin) ||
        (zmax <  radius && phit.z > zmax) || phi > phiMax) {
        if (thit == t1) return false;
        if (t1 > ray.maxt) return false;
        thit = t1;
        // Compute sphere hit position and $\phi$
        phit = ray(thit);
        if (phit.x == 0.f && phit.y == 0.f) phit.x = 1e-5f * radius;
        phi = atan2f(phit.y, phit.x);
        if (phi < 0.) phi += 2.f*M_PI;
        if ((zmin > -radius && phit.z < zmin) ||
            (zmax <  radius && phit.z > zmax) || phi > phiMax)
            return false;
    }

	// 2. -- fill differentialGeometry

    // Find parametric representation of sphere hit
    float u = phi / phiMax;
    float theta = acosf(Clamp(phit.z / radius, -1.f, 1.f));
    float v = (theta - thetaMin) / (thetaMax - thetaMin);

    // Compute sphere $\dpdu$ and $\dpdv$
    float zradius = sqrtf(phit.x*phit.x + phit.y*phit.y);
    float invzradius = 1.f / zradius;
    float cosphi = phit.x * invzradius;
    float sinphi = phit.y * invzradius;
    Vector dpdu(-phiMax * phit.y, phiMax * phit.x, 0);
    Vector dpdv = (thetaMax-thetaMin) *
        Vector(phit.z * cosphi, phit.z * sinphi,
               -radius * sinf(theta));

    // Compute sphere $\dndu$ and $\dndv$
    Vector d2Pduu = -phiMax * phiMax * Vector(phit.x, phit.y, 0);
    Vector d2Pduv = (thetaMax - thetaMin) * phit.z * phiMax *
                    Vector(-sinphi, cosphi, 0.);
    Vector d2Pdvv = -(thetaMax - thetaMin) * (thetaMax - thetaMin) *
                    Vector(phit.x, phit.y, phit.z);

    // Compute coefficients for fundamental forms
    float E = Dot(dpdu, dpdu);
    float F = Dot(dpdu, dpdv);
    float G = Dot(dpdv, dpdv);
    Vector N = Normalize(Cross(dpdu, dpdv));
    float e = Dot(N, d2Pduu);
    float f = Dot(N, d2Pduv);
    float g = Dot(N, d2Pdvv);

    // Compute $\dndu$ and $\dndv$ from fundamental form coefficients
    float invEGF2 = 1.f / (E*G - F*F);
    Normal dndu = Normal((f*F - e*G) * invEGF2 * dpdu +
                         (e*F - f*E) * invEGF2 * dpdv);
    Normal dndv = Normal((g*F - f*G) * invEGF2 * dpdu +
                         (f*F - g*E) * invEGF2 * dpdv);

    // Initialize _DifferentialGeometry_ from parametric information
    const Transform &o2w = *ObjectToWorld;
    *dg = DifferentialGeometry(o2w(phit), o2w(dpdu), o2w(dpdv),
                               o2w(dndu), o2w(dndv), u, v, this);

    // Update _tHit_ for quadric intersection
    *tHit = thit;

    // Compute _rayEpsilon_ for quadric intersection
    *rayEpsilon = 5e-4f * *tHit;
    return true;
}
Esempio n. 6
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bool Cone::Intersect(const Ray &r, float *tHit, float *rayEpsilon,
        DifferentialGeometry *dg) const {
    float phi;
    pbrt::Point phit;
    // Transform _Ray_ to object space
    Ray ray;
    (*WorldToObject)(r, &ray);

    // Compute quadratic cone coefficients
    float k = radius / height;
    k = k*k;
    float A = ray.d.x * ray.d.x + ray.d.y * ray.d.y -
        k * ray.d.z * ray.d.z;
    float B = 2 * (ray.d.x * ray.o.x + ray.d.y * ray.o.y -
        k * ray.d.z * (ray.o.z-height) );
    float C = ray.o.x * ray.o.x + ray.o.y * ray.o.y -
        k * (ray.o.z -height) * (ray.o.z-height);

    // Solve quadratic equation for _t_ values
    float t0, t1;
    if (!Quadratic(A, B, C, &t0, &t1))
        return false;

    // Compute intersection distance along ray
    if (t0 > ray.maxt || t1 < ray.mint)
        return false;
    float thit = t0;
    if (t0 < ray.mint) {
        thit = t1;
        if (thit > ray.maxt) return false;
    }

    // Compute cone inverse mapping
    phit = ray(thit);
    phi = atan2f(phit.y, phit.x);
    if (phi < 0.) phi += 2.f*M_PI;

    // Test cone intersection against clipping parameters
    if (phit.z < 0 || phit.z > height || phi > phiMax) {
        if (thit == t1) return false;
        thit = t1;
        if (t1 > ray.maxt) return false;
        // Compute cone inverse mapping
        phit = ray(thit);
        phi = atan2f(phit.y, phit.x);
        if (phi < 0.) phi += 2.f*M_PI;
        if (phit.z < 0 || phit.z > height || phi > phiMax)
            return false;
    }

    // Find parametric representation of cone hit
    float u = phi / phiMax;
    float v = phit.z / height;

    // Compute cone $\dpdu$ and $\dpdv$
    Vector dpdu(-phiMax * phit.y, phiMax * phit.x, 0);
    Vector dpdv(-phit.x / (1.f - v),
                -phit.y / (1.f - v), height);

    // Compute cone $\dndu$ and $\dndv$
    Vector d2Pduu = -phiMax * phiMax *
                    Vector(phit.x, phit.y, 0.);
    Vector d2Pduv = phiMax / (1.f - v) *
                    Vector(phit.y, -phit.x, 0.);
    Vector d2Pdvv(0, 0, 0);

    // Compute coefficients for fundamental forms
    float E = Dot(dpdu, dpdu);
    float F = Dot(dpdu, dpdv);
    float G = Dot(dpdv, dpdv);
    Vector N = Normalize(Cross(dpdu, dpdv));
    float e = Dot(N, d2Pduu);
    float f = Dot(N, d2Pduv);
    float g = Dot(N, d2Pdvv);

    // Compute $\dndu$ and $\dndv$ from fundamental form coefficients
    float invEGF2 = 1.f / (E*G - F*F);
    Normal dndu = Normal((f*F - e*G) * invEGF2 * dpdu +
                         (e*F - f*E) * invEGF2 * dpdv);
    Normal dndv = Normal((g*F - f*G) * invEGF2 * dpdu +
                         (f*F - g*E) * invEGF2 * dpdv);

    // Initialize _DifferentialGeometry_ from parametric information
    const Transform &o2w = *ObjectToWorld;
    *dg = DifferentialGeometry(o2w(phit), o2w(dpdu), o2w(dpdv),
                               o2w(dndu), o2w(dndv), u, v, this);

    // Update _tHit_ for quadric intersection
    *tHit = thit;

    // Compute _rayEpsilon_ for quadric intersection
    *rayEpsilon = 5e-4f * *tHit;
    return true;
}
Esempio n. 7
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bool Hyperboloid::Intersect(const Ray &r, float *tHit,
        float *rayEpsilon, DifferentialGeometry *dg) const {
    float phi, v;
    Point phit;
    // Transform _Ray_ to object space
    Ray ray;
    (*WorldToObject)(r, &ray);

    // Compute quadratic hyperboloid coefficients
    float A = a*ray.d.x*ray.d.x +
              a*ray.d.y*ray.d.y -
              c*ray.d.z*ray.d.z;
    float B = 2.f * (a*ray.d.x*ray.o.x +
                     a*ray.d.y*ray.o.y -
                     c*ray.d.z*ray.o.z);
    float C = a*ray.o.x*ray.o.x +
              a*ray.o.y*ray.o.y -
              c*ray.o.z*ray.o.z - 1;

    // Solve quadratic equation for _t_ values
    float t0, t1;
    if (!Quadratic(A, B, C, &t0, &t1))
        return false;

    // Compute intersection distance along ray
    if (t0 > ray.maxt || t1 < ray.mint)
        return false;
    float thit = t0;
    if (t0 < ray.mint) {
        thit = t1;
        if (thit > ray.maxt) return false;
    }

    // Compute hyperboloid inverse mapping
    phit = ray(thit);
    v = (phit.z - p1.z)/(p2.z - p1.z);
    Point pr = (1.f-v) * p1 + v * p2;
    phi = atan2f(pr.x*phit.y - phit.x*pr.y,
        phit.x*pr.x + phit.y*pr.y);
    if (phi < 0)
        phi += 2*M_PI;

    // Test hyperboloid intersection against clipping parameters
    if (phit.z < zmin || phit.z > zmax || phi > phiMax) {
        if (thit == t1) return false;
        thit = t1;
        if (t1 > ray.maxt) return false;
        // Compute hyperboloid inverse mapping
        phit = ray(thit);
        v = (phit.z - p1.z)/(p2.z - p1.z);
        Point pr = (1.f-v) * p1 + v * p2;
        phi = atan2f(pr.x*phit.y - phit.x*pr.y,
            phit.x*pr.x + phit.y*pr.y);
        if (phi < 0)
            phi += 2*M_PI;
        if (phit.z < zmin || phit.z > zmax || phi > phiMax)
            return false;
    }

    // Compute parametric representation of hyperboloid hit
    float u = phi / phiMax;

    // Compute hyperboloid $\dpdu$ and $\dpdv$
    float cosphi = cosf(phi), sinphi = sinf(phi);
    Vector dpdu(-phiMax * phit.y, phiMax * phit.x, 0.);
    Vector dpdv((p2.x-p1.x) * cosphi - (p2.y-p1.y) * sinphi,
        (p2.x-p1.x) * sinphi + (p2.y-p1.y) * cosphi,
        p2.z-p1.z);

    // Compute hyperboloid $\dndu$ and $\dndv$
    Vector d2Pduu = -phiMax * phiMax *
                    Vector(phit.x, phit.y, 0);
    Vector d2Pduv = phiMax *
                    Vector(-dpdv.y, dpdv.x, 0.);
    Vector d2Pdvv(0, 0, 0);

    // Compute coefficients for fundamental forms
    float E = Dot(dpdu, dpdu);
    float F = Dot(dpdu, dpdv);
    float G = Dot(dpdv, dpdv);
    Vector N = Normalize(Cross(dpdu, dpdv));
    float e = Dot(N, d2Pduu);
    float f = Dot(N, d2Pduv);
    float g = Dot(N, d2Pdvv);

    // Compute $\dndu$ and $\dndv$ from fundamental form coefficients
    float invEGF2 = 1.f / (E*G - F*F);
    Normal dndu = Normal((f*F - e*G) * invEGF2 * dpdu +
                         (e*F - f*E) * invEGF2 * dpdv);
    Normal dndv = Normal((g*F - f*G) * invEGF2 * dpdu +
                         (f*F - g*E) * invEGF2 * dpdv);

    // Initialize _DifferentialGeometry_ from parametric information
    const Transform &o2w = *ObjectToWorld;
    *dg = DifferentialGeometry(o2w(phit), o2w(dpdu), o2w(dpdv),
                               o2w(dndu), o2w(dndv), u, v, this);

    // Update _tHit_ for quadric intersection
    *tHit = thit;

    // Compute _rayEpsilon_ for quadric intersection
    *rayEpsilon = 5e-4f * *tHit;
    return true;
}
Esempio n. 8
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bool Rectangle::Intersect(const Ray &r, float *tHit, float *rayEpsilon,
                     DifferentialGeometry *dg) const {

    // Transform _Ray_ to object space
        Ray ray;
        (*WorldToObject)(r, &ray);

        // Compute plane intersection for disk
        // Checks if the plane is parallel to the ray or not
        // We can get the direction of the ray
        // If the Z component of the direction of the ray is zero
        // then, the ray is parallel to the plane and in such case
        // there is no intersection point between the ray and the plane.
        if (fabsf(ray.d.z) < 1e-7)
            return false;

        // Now, the direction of the ray is not parallel to the plane
        // We have to check if the intersection happens or not
        // We have to compute the parametric t where the ray intersects the plane
        // We want to find t such that the z-component of the ray intersects the plane
        // The ray "line" equation is l = l0 + (l1 - l0) * t
        // l1 - l0 will give us the distance between the two points on the plane
        // Then t is the ratio and in such case it should be between 0 and 1
        // Considering that the rectangle completely lies in the z plane
        /// distance = l1 - l0
        /// thit = (l - l0) / distance

        // But since we assume that the plane is located at height
        // Then, the point l is at height on the plane
        /// l = height
        float thit = (height - ray.o.z) / ray.d.z;

        // Then we check if the thit is between the ratio of 0 and 1 that is mapped
        // between ray.mint and ray.maxt, if not retrun false
        if (thit < ray.mint || thit > ray.maxt)
            return false;

        // Then we see if the point lies inside the disk or not
        // Substitute the thit in the ray equation to get hit point on the ray
        Point phit = ray(thit);

        // We have to make sure that the interesction lies inside the plane
        if (!(phit.x < x/2 && phit.x > -x/2 && phit.y < y/2 && phit.y > -y/2))
            return false;

        // Assuming that the plane is formed from the following 4 points
        // P0, P1, P2, P3
        //
        // p0 *---------------* p1
        //    |               |
        //    |               |
        //    |               |
        //    |       O       |
        //    |               |
        //    |               |
        //    |               |
        // p2 *---------------* p3  -> X
        //
        // P0 @ (-x/2, y/2)
        // P1 @ (x/2, y/2)
        // P2 @ (-x/2, -y/2)
        // P3 @ (x/2, -y/2)
        Point P0(-x/2, y/2, height), P1(x/2, y/2, height);
        Point P2(-x/2, -y/2, height), P3(x/2, -y/2, height);

        /// Now, we have to find the parametric form of the plane in terms of (u,v)
        /// Plane equation can be formed by at least 3 points P0, P1, P2
        /// P0 -> P1 (vector 1)
        /// P0 -> p2 (vector 2)
        /// An arbitrary point on the plane p is found in the following parametric form
        /// P = P0 + (P1 - P0) u + (P2 - P0) v
        /// Now we need to express two explicit equations of u and v
        /// So, we have to construct the system of equation that solves for u and v
        ///
        /// Since we have found the intersection point between the plane and the line
        /// we have to use it to formalize the system of equations that will be used
        /// to find the parametric form of the plane
        /// Plane equation is : P = P0 + (P1 - P0) u + (P2 - P0) v
        /// Ray equation is : l = l0 + (l1 - l0) * thit
        /// But l = P, then
        /// l0 + (l1 - l0) * thit = P0 + (P1 - P0) * u + (P2 - P0) * v
        /// l0 - P0 = (l0 - l1) * thit +  (P1 - P0) * u + (P2 - P0) * v
        /// MAPPING : l0 = ray.o
        /// [l0.x - P0.x] = [l0.x - l1.x P1.x - P0.x P2.x - P0.x] [t]
        /// [l0.y - P0.y] = [l0.y - l1.y P1.y - P0.y P2.y - P0.y] [u]
        /// [l0.z - P0.z] = [l0.z - l1.z P1.z - P0.z P2.z - P0.z] [v]
        ///
        /// Then, we should find the inverse of the matrix in order to
        /// solve for u,v and t for check

        // System AX = B
        float a11 = ray.o.x - 0;
        float a12 = P1.x - P0.x;
        float a13 = P2.x - P0.x;
        float a21 = ray.o.y - 0;
        float a22 = P1.y - P0.y;
        float a23 = P2.y - P0.y;
        float a31 = ray.o.y - height;
        float a32 = P1.z - P0.z;
        float a33 = P2.z - P0.z;

        float b1 = -7;
        float b2 = -2;
        float b3 = 14;

        float x1 = 0;
        float x2 = 0;
        float x3 = 0;

        Imath::M33f A(a11,a12,a13,a21,a22,a23,a31,a32,a33), AInverted;
        Imath::V3f X(x1, x2, x3);
        Imath::V3f B(b1,b2, b3);

        // This operation has been checked and working for getting
        // the correct inverse of the matrix A
        AInverted = A.invert(false);

        x1 =  AInverted[0][0] * B[0] +
                AInverted[0][1] * B[1] +
                AInverted[0][2] * B[2];

        x2 =  AInverted[1][0] * B[0] +
                AInverted[1][1] * B[1] +
                AInverted[1][2] * B[2];

        x3 =  AInverted[2][0] * B[0] +
                AInverted[2][1] * B[1] +
                AInverted[2][2] * B[2];

        /// Then we have u = something, and v = something
        ///
        /// Then we come for the derivatives, so we have to find the derivatives
        /// from the parametric forms defined above for the plane equations
        /// dpdu = (P1 - P0)
        /// dpdv = (P2 - P0)
        ///
        /// For the normal we have the always fixed direction in y
        /// So the derivative for the normal is zero
        /// dndu = (0, 0, 0) dndv = (0, 0, 0)
        ///
        /// Then we can construct the DifferentilGeometry and go ahead

        // Find parametric representation of disk hit
        float u = x2;
        float v = x3;

        Vector dpdu(P1.x - P0.x, P1.y - P0.y, P1.z - P0.z);
        Vector dpdv(P2.x - P0.x, P2.y - P0.y, P2.z - P0.z);
        Normal dndu(0,0,0), dndv(0,0,0);


        // Initialize _DifferentialGeometry_ from parametric information
        const Transform &o2w = *ObjectToWorld;
        *dg = DifferentialGeometry(o2w(phit), o2w(dpdu), o2w(dpdv),
                                   o2w(dndu), o2w(dndv), u, v, this);

        // Update _tHit_ for quadric intersection
        *tHit = thit;

        // Compute _rayEpsilon_ for quadric intersection
        *rayEpsilon = 5e-4f * *tHit;
        return true;
}
Esempio n. 9
0
bool Sphere::intersect(const Ray &ray, float *t_hit, float *ray_epsilon, DifferentialGeometry *diff_geo) const
{
	// Transform Ray to object space
	Ray w_ray;
	(*world_to_object)(ray, &w_ray);

	// Compute quadratic sphere coefficients
	float phi;
	Point phit;
	float A = w_ray.d.x * w_ray.d.x + w_ray.d.y * w_ray.d.y + w_ray.d.z * w_ray.d.z;
	float B = 2 * (w_ray.d.x * w_ray.o.x + w_ray.d.y * w_ray.o.y + w_ray.d.z * w_ray.o.z);
	float C = w_ray.o.x*w_ray.o.x + w_ray.o.y*w_ray.o.y + w_ray.o.z*w_ray.o.z - _radius*_radius;

	// Solve quadratic equation for t values
	float t0, t1;
	if (!quadratic(A, B, C, &t0, &t1))
		return false;

	// Compute intersection distance along ray
	if (t0 > w_ray.maxt || t1 < w_ray.mint)
		return false;
	float thit = t0;
	if (t0 < w_ray.mint) {
		thit = t1;
		if (thit > w_ray.maxt) return false;
	}

	// Compute sphere hit position and phi
	phit = w_ray(thit);
	if (phit.x == 0.f && phit.y == 0.f) phit.x = 1e-5f * _radius;
	phi = atan2f(phit.y, phit.x);
	if (phi < 0.) phi += 2.f * M_PI;

	// Test sphere intersection against clipping parameters
	if ((_z_min > -_radius && phit.z < _z_min) ||
		(_z_max <  _radius && phit.z > _z_max) || phi > _phi_max) { // clip t0(t1)
		if (thit == t1) return false;
		if (t1 > w_ray.maxt) return false;
		thit = t1;
		// Compute sphere hit position and phi
		phit = w_ray(thit);
		if (phit.x == 0.f && phit.y == 0.f) phit.x = 1e-5f * _radius;
		phi = atan2f(phit.y, phit.x);
		if (phi < 0.) phi += 2.f * M_PI;
		if ((_z_min > -_radius && phit.z < _z_min) ||
			(_z_max <  _radius && phit.z > _z_max) || phi > _phi_max)	// clip t1
			return false;
	}
	// Find parametric representatio n of sphere hit
	float u = phi / _phi_max;
	float theta = acosf(clamp(phit.z / _radius, -1.f, 1.f));
	float v = (theta - _theta_min) / (_theta_max - _theta_min);

	float z_radius = sqrtf(phit.x * phit.x + phit.y * phit.y);
	float inv_z_radius = 1.f / z_radius;
	float cos_phi = phit.x * inv_z_radius;
	float sin_phi = phit.y * inv_z_radius;
	Vec3 dpdu(-_phi_max * phit.y, _phi_max * phit.x, 0);
	Vec3 dpdv = (_theta_max - _theta_min) *
		Vec3(phit.z * cos_phi, phit.z * sin_phi, _radius * sinf(theta));

	//auto d2Pduu = -_phi_max * _phi_max * Vec3(phit.x, phit.y, 0);
	//auto d2Pduv = (_theta_max - _theta_min) * phit.z * _phi_max * Vec3(-sin_phi, cos_phi, 0.f);
	//auto d2Pdvv = (_theta_max - _theta_min) * (_theta_max - _theta_min) * Vec3(phit.x, phit.y, phit.z);
	//Normal dndu, dndv;
	//calc_dndu_dndv(dpdu, dpdv, d2Pduu, d2Pduv, d2Pdvv, &dndu, &dndv);
	Normal dndu(dpdu);
	Normal dndv(dpdv);

	const auto &o2w = *object_to_world;
	*diff_geo = DifferentialGeometry(o2w(phit), o2w(dpdu), o2w(dpdv),
		o2w(dndu), o2w(dndv), u, v, this);
	*t_hit = thit;
	*ray_epsilon = 5e-4f * *t_hit;
	return true;
}