raytracing

Ray Cylinder intersection

£可爱£侵袭症+ 提交于 2021-02-18 08:23:08
问题 I am developing a Ray Tracing system and it is working, now I am trying to support more primitives (for now it supports: spheres, boxes, planes and triangles), and I am having problems with cylinders. I know to intersect ray with cylinder I need to do two check, the first is with the body (with that I get an Infinite Cylinder), for this I assume circle in two dimensions, in the plane xz (x² + z² = r, where r is the radius) then I need check that Y coordinate is between 0 and height and

Why is my Monte Carlo Raytracing so noisy?

核能气质少年 提交于 2021-02-18 08:12:49
问题 I have implemented global illumination using the Monte Carlo method, using the scratch a pixel tutorial as a guide. My final image renders very noisy! The example below is at 64 samples, I have previously used as high as 512 and its still very noisy. Any ideas what the problem could be? Edit: Here is the output with 128 samples and 16x Super sampling,resulting in 2048 samples. Still lots of noise! 回答1: Path tracing is pretty noisy; it's the nature of the algorithm. Consider this example from

Why is my Monte Carlo Raytracing so noisy?

本秂侑毒 提交于 2021-02-18 08:12:42
问题 I have implemented global illumination using the Monte Carlo method, using the scratch a pixel tutorial as a guide. My final image renders very noisy! The example below is at 64 samples, I have previously used as high as 512 and its still very noisy. Any ideas what the problem could be? Edit: Here is the output with 128 samples and 16x Super sampling,resulting in 2048 samples. Still lots of noise! 回答1: Path tracing is pretty noisy; it's the nature of the algorithm. Consider this example from

Determine if point is inside triangle in 3D

房东的猫 提交于 2020-06-12 04:53:29
问题 I am looking for acknowledgement on my perception of a method regarding determining whether a point is located inside a triangle or not in 3D. Given a ray in the form R(t) = e + td and a set of three points T = {V0, V1, V2} that forms a triangle in three dimensions, I know how to find the parametic equation for the plane that the three points form and how to determine if the ray intersects this plane or not. Lastly, if it intersects, I want to know if the intersection point actually is within

Traversal of Bounding Volume Hierachy in Shaders

ぐ巨炮叔叔 提交于 2020-05-13 05:30:05
问题 I am working on a path tracer using vulkan compute shaders. I implemented a tree representing a bounding volume hierachy. The idea of the BVH is to minimize the amount of objects a ray intersection test needs to be performed on. #1 Naive Implementation My first implementation is very fast, it traverses the tree down to a single leaf of the BVH tree. However, the ray might intersect multiple leaves. This code then leads to some triangles not being rendered (although they should). int box_index

ray intersect not working in sphere

旧街凉风 提交于 2020-02-06 03:57:40
问题 created the sphere and the plane geometry when i ignore the sphere form scene.add() interesect work but here is the code.. http://jsfiddle.net/praveenv29/PZeY4/ for ( var i = 0; i<10; i ++ ) { var gloom = new THREE.ImageUtils.loadTexture('../map_pin.png' ); materialr = new THREE.MeshLambertMaterial( { color:Math.random() * 0xffffff ,side: THREE.DoubleSide} ) var geometry = new THREE.PlaneGeometry(10,15,2, 2); var object = new THREE.Mesh(geometry, materialr); object.position.x = Math.random()

Refraction in Raytracing?

匆匆过客 提交于 2020-01-11 17:41:48
问题 I've been working on my raytracer again. I added reflection and multithreading support. Currently I am working on adding refractions, but its only half working. As you can see, there is a center sphere(without specular highlight), a reflecting sphere(to the right) and a refracting sphere(left). I'm pretty happy about reflections, it does look very good. For refractions its kinda working...the light is refracted and all shadows of the spheres are visible in the sphere(refraction index 1.4),

Refraction in Raytracing?

扶醉桌前 提交于 2020-01-11 17:41:42
问题 I've been working on my raytracer again. I added reflection and multithreading support. Currently I am working on adding refractions, but its only half working. As you can see, there is a center sphere(without specular highlight), a reflecting sphere(to the right) and a refracting sphere(left). I'm pretty happy about reflections, it does look very good. For refractions its kinda working...the light is refracted and all shadows of the spheres are visible in the sphere(refraction index 1.4),