Exemplo n.º 1
0
void SCANLINE::Compute_Poly_Normal()
{
    vector< vector<float> > temp_vertex_normal(world_vertex.size(),vector<float>(3));

    vector <float> temp_I_light(3);//light intensity
    I_light = temp_I_light;
    I_light[0] = 1.0;//R
    I_light[1] = 0.64;//G
    I_light[2] = 0;//B

    vector <float> poly_vector_1(3);
    vector <float> poly_vector_2(3);
    vector <float> poly_normal(3);
    vector <float> temp_H(3);
    //calculus H
    vector_summation(temp_H, vec_light,vec_view);
    for (int j=0; j<3 ;j++ )
        H_specular.push_back(temp_H[j]/vector_length(temp_H));
    ///---Intensity ambient----Ka*I
    for (int j=0; j<3 ;j++ )
        Intensity_ambient.push_back(K_ambient*I_light[j]);
    for(int i=0; i<(int)Poly.size(); i++)
    {//compute polygon normal
        vector_subtraction(poly_vector_1,
                           world_vertex[Poly[i][2]-1],
                           world_vertex[Poly[i][1]-1]);
        vector_subtraction(poly_vector_2,
                           world_vertex[Poly[i][2]-1],
                           world_vertex[Poly[i][3]-1]);
        //compute 2 vector on one polygon
        cross_product3D(poly_normal, poly_vector_1, poly_vector_2);
        //calculus cross product

        for(int j=1; j<(int)Poly[i][0]+1 ;j++)
        {//add normal of neibor polygon to vertex
            for (int p=0; p<3 ;p++ )
                temp_vertex_normal[Poly[i][j]-1][p] += poly_normal[p];
        }

    }
    for(int i=0; i<(int)temp_vertex_normal.size() ;i++ )
    {
        float temp_length = vector_length(temp_vertex_normal[i]);
        for (int j=0; j<3 ;j++ )
        {   //normalize the normal on vertex
            temp_vertex_normal[i][j] = temp_vertex_normal[i][j] / temp_length;

        }
    }
    vertex_normal = temp_vertex_normal;
    //vertex normals as average of surrounding neibor polygon's normal


}
Exemplo n.º 2
0
/* change m into an orthogonal matrix  */
Matrix *gram_schmidt(Matrix *m){
	Matrix *ortho;
	double *ortho_vector, *temp;
	unsigned int i, j;
	if(m != NULL || m->rows == m->columns || zero_vector(m) != 1){
		/* create my empy matrix to have new orthogonal vector be added to */
		ortho = constructor(m->rows, 1);
		/* initialize with the first vector */
		free(ortho->numbers[0]);
		ortho_vector = malloc(sizeof(double)*m->rows);
		for(i = 0; i < m->rows; i++)
			ortho_vector[i] = m->numbers[0][i];
		ortho->numbers[0] = ortho_vector;	
		/* now loop and go through the gs system */
		for(i = 1; i < m->columns; i++){
			/* first initialize to the regular vector */
			ortho_vector = malloc(sizeof(double)*m->rows);
			for(j = 0; j < m->rows; j++)
				ortho_vector[j] = m->numbers[i][j];
			/* get the subtracting factor */
			temp = projection(ortho, ortho_vector, m->rows);
			/* expand the matrix */
			ortho->columns++;
			ortho->numbers = realloc(ortho->numbers, sizeof(double *)*ortho->columns);
			ortho->numbers[ortho->columns - 1] = ortho_vector;
			vector_subtraction(ortho_vector, temp, m->rows);
		}
		return ortho;
	}
	return NULL;
}
Exemplo n.º 3
0
/*solution saved in b */
void conjugate_gradient(sparse_matrix A, double *b, int size) {
	double *x, *r, *p, *Ap, *aux, rnew, rold, alfa;
	int i;

    x = (double*) malloc(size*sizeof(double));
    r = (double*) malloc(size*sizeof(double));
    p = (double*) malloc(size*sizeof(double));
    Ap = (double*) malloc(size*sizeof(double));
    aux = (double*) malloc(size*sizeof(double));

	for (i = 0; i < size; i ++) {
		x[i] = 0;
		r[i] = b[i];
		p[i] = b[i];
	}

	rold = inner_product(r, r, size);
    /* result of operations from all void functions used here are stored in the last argument */
	while (1) {
		matrix_vector_product(A, p, Ap);
		alfa = rold / inner_product(p, Ap, size); /*step length*/
		vector_scalar_product(p, alfa, size, aux); 
		vector_sum(x, aux, size, x);
		vector_scalar_product(Ap, alfa, size, aux);
		vector_subtraction(r, aux, size, r);
		rnew = inner_product(r, r, size);
		if (sqrt(rnew) < E)
                        break;
                vector_scalar_product(p, rnew / rold, size, p);
                vector_sum(p, r, size, p);
		rold = rnew;
	}

	for (i = 0; i < size; i ++) {
		b[i] = x[i];
	}

	free(x);
	free(r);
	free(p);
	free(Ap);
	free(aux);
}
/* This function transforms a set of vectors into
 * an orthonormal set: an orthonormal base          */
struct vector * gram_schmidt(struct vector *v, unsigned int n)
{
    struct vector *w;
    w=malloc(n*sizeof(struct vector));
    w[0]=unitary_vector(v[0]);

    unsigned int i,j;
    struct vector aux;
    for (i = 1; i < n; i++)
    {
        w[i]=copy_vector(v[i]);
        for (j = 0; j < i; j++)
        {
            aux=projection_along(w[j],v[i])
            w[i]=vector_subtraction(w[i],aux);
        }
        w[i]=unitary_vector(w[i]);
    }
    return w;
}
Exemplo n.º 5
0
void SCANLINE::Compute_Poly_Normal()
{//compute polygon normal, vertices normal and illumination model
    vector< vector<float> >vertex_normal(world_vertex.size(),vector<float>(3));
    vector< vector<float> >temp_Light_Intensity//vertex intensity
            (world_vertex.size(),vector<float>(3));
    vector <float> I_light(3);//light intensity
    I_light[0] = 0.8;//R
    I_light[1] = 0.0;//G
    I_light[2] = 0.0;//B

    vector <float> Intensity_diffuse(3);
    vector <float> Intensity_specular(3);
    vector <float> Intensity_ambient(3);
    vector <float> poly_vector_1(3);
    vector <float> poly_vector_2(3);
    vector <float> poly_normal(3);
    vector <float> H(3);
    vector <float> temp_H(3);
    //calculus H
    vector_summation(temp_H, vec_light,vec_view);
    for (int j=0; j<3 ;j++ )
        H[j] = temp_H[j]/vector_length(temp_H);
    ///---Intensity ambient----Ka*I
    for (int j=0; j<3 ;j++ )
        Intensity_ambient[j] = K_ambient*I_light[j];
    for(int i=0; i<(int)Poly.size(); i++)
    {//compute polygon normal
        vector_subtraction(poly_vector_1,
                           world_vertex[Poly[i][2]-1],
                           world_vertex[Poly[i][1]-1]);
        vector_subtraction(poly_vector_2,
                           world_vertex[Poly[i][2]-1],
                           world_vertex[Poly[i][3]-1]);
        //compute 2 vector on one polygon
        cross_product3D(poly_normal, poly_vector_1, poly_vector_2);
        //calculus cross product
//        float temp_length = vector_length(poly_normal);
//        for (int j=0; j<3 ;j++ )//(normalized)
//        	poly_normal[j] = poly_normal[j]/ temp_length;

        for(int j=1; j<(int)Poly[i][0]+1 ;j++)
        {//add normal of neibor polygon to vertex
            for (int p=0; p<3 ;p++ )
                vertex_normal[Poly[i][j]-1][p] += poly_normal[p];
        }

    }
    for(int i=0; i<(int)vertex_normal.size() ;i++ )
    {
        float temp_length = vector_length(vertex_normal[i]);
        for (int j=0; j<3 ;j++ )
        {   //normalize the normal

            vertex_normal[i][j] = vertex_normal[i][j] / temp_length;
            ///----------Intensity diffuse----Kd*I*(NL)
            Intensity_diffuse[j] =
                K_diffuse*I_light[j]*dot_product3D(vertex_normal[i],vec_light);
            ///----------Intensity specular----Ks*I*(NH)^n
            Intensity_specular[j] =
                K_specular*I_light[j]*pow(dot_product3D(vertex_normal[i],H),8);

            //---------------sum of all intensity
            temp_Light_Intensity[i][j]= Intensity_diffuse[j] +
                Intensity_specular[j] + Intensity_ambient[j];
        }

    }
    Light_Intensity = temp_Light_Intensity;
    //Light_Intensity match to vertex index

}
Exemplo n.º 6
0
void SCANLINE::Compute_pixel_intensity()
{
    vector <float> Intensity_diffuse(3);
    vector <float> Intensity_specular(3);

    float cylinder_u,cylinder_v;
    int shininess = 8;
    for (int i = 0; i< Ymax ; i++ )
    	for (int j = 0; j< Xmax; j++ )
    	{
    	    vector<float> pixel_normal(real_pixel[i][j].begin()+2,real_pixel[i][j].begin()+5);
    	    vector<float> device_xyz(real_pixel[i][j].begin()+5,real_pixel[i][j].end());

    	    if(vector_length(pixel_normal) == 0)
                continue;
//            if(vector_length(device_xyz) == 0)
//                continue;
//            datatest<<i<<'\t'<<j;
//            for(int p = 0; p<(int)pixel_normal.size(); p++)
//                datatest<<setw(15)<<pixel_normal[p];
//            datatest<<endl;
            vector<float> line_inter(4);
            compute_invert(device_xyz);//out put xyz in world space
            vector_subtraction(line_inter, ObjectCenter, device_xyz);

//            for(int p = 0; p<(int)line_inter.size(); p++)
//                datatest<<setw(15)<<line_inter[p];
//            datatest<<endl;

            Normalization(line_inter);
    	    //normalize the pixel normal
    	    Normalization(pixel_normal);

            ///texture mapping

//            textureMapping(pixel_normal,cylinder_u,cylinder_v);
            textureMapping(pixel_normal,cylinder_u,cylinder_v);

            ///-------------------------------
    	    float cos_diffuse = dot_product3D(pixel_normal,vec_light);
            float cos_specular = pow(dot_product3D(pixel_normal,H_specular),
                                     shininess);

            for (int p = 0; p< 3 ; p++ )
            {
                ///----------Intensity diffuse----Kd*I*(NL)
                Intensity_diffuse[p] = K_diffuse*I_light[p]*cos_diffuse;
                ///----------Intensity specular----Ks*I*(NH)^n
                Intensity_specular[p] = K_specular*I_light[p]*cos_specular;

                //---------------sum of all intensity--
                //replace normal value to RGB value in real_pixel
                real_pixel[i][j][p+2]= Intensity_diffuse[p] +
                    Intensity_specular[p] + Intensity_ambient[p]
                    +imagePixel[(int)cylinder_v][(int)cylinder_u][p];
                if(real_pixel[i][j][p+2] > 1)
                    real_pixel[i][j][p+2] = 1;
            }

    	}
//    datatest.close();
}