光线追踪半球 [英] Ray tracing a Hemisphere
问题描述
我目前正在使用 C 开发一个基本的光线追踪程序,并且我已经设法制作了一些简单的形状使用 phong 照明为它们着色.
但我的问题是我可以掌握如何对半球进行光线追踪,比如是否有一个定义半球的方程组如果这样启发我,因为我找不到任何,还是有我想不通的固定方法.
我也尝试过用平面切割球体,只显示上半部分,但没有奏效(我对这一切还很陌生,所以我的理解可能是错误的).
好的,我很抱歉,因为我对这一切真的很陌生,但这是我尝试过的.
#include "raytacing.h"t_env *init_sphere(t_env *e){//球体位置和半径e->sph.posi.x = 0;e->sph.posi.y = 0;e->sph.posi.z = -1;e->sph.rad = 0;e->sph.color = (t_color){255, 255, 128);返回(e);}t_env *init_plane(t_env *e){//平面位置e->plane.posi.x = 0;e->olane.posi.y = -0.5;e->plane.posi.z = 0;//平面法线e->plane.norm.x = 0;e->olane.norm.y = 1;e->plane.norm.z = 0;e->plane.color = (t_color){0, 255, 0);返回(e);}double inter_plane(t_env *e, double *t)//计算平面交点{t_vect 距离;双重规范;norm = dot(e->plane.normal, e->r.direction);if (fabs(norm) > 1e-6){dist = vect_sub(e->plane.posi, e->r.start);e->t0 = dot(dist, e->plane.normal)/norm;if (e->t0 < *t && e->t0 > 1e-6){*t = e->t0;返回(1);}别的返回(0);}返回(0);}double inter_sph(t_env *e, double *t)//计算球体相交{双三角洲;双sqrtd;t_vect 距离;e->a = dot(e->r.direction, e->r.direction);dist = vect_sub(e->r.start, e->sph.posi);e->b = 2 * dot(dist, e->r.direction);e->c = dot(dist, dist) - e->sph.rad * e->sph.rad;delta = e->b * e->b - 4 * e->a * e->c;if (delta <0)返回(0);sqrtd = sqrt(delta);e->t0 = (-e->b + sqrtd)/(2 * e->a);e->t1 = (-e->b - sqrtd)/(2 * e->a);如果(e->t0>e->t1)e->t0 = e->t1;if ((e->t0 > 1e-6) && (e->t0 < *t)){*t = e->t0;返回(1);}别的返回(0);}double inter_hemisphere(t_env *e)//计算半球交点{t_vect hit_normal;if (inter_sph(e, &e->t) == 1){hit_normal = vect_add(e->r.start, vect_scalaire(e->t, e->r.direction));hit_normal = vect_normalize(hit_normal);if (inter_plane(e, &(e->t)) == 1){if (dot(e->plane.normal, hit_normal) < 0)返回(1);返回(0);}}返回(0);}
e->t
是 .应该是离相机最近的距离,这样我就可以准确显示近处和远处的物体
在这里,我尝试应用 Spektre
所说的内容并显示一些东西,看起来像这样:
当我尝试旋转它时,我得到了这个:
Edit2 : 使用 Spektre
方法后,我得到了一个半球的功能交集,交集看起来像这样.
double inter_hemisphere(t_env *e, double *t){双三角洲;双sqrtd;t_vect 距离;e->a = dot(e->r.direction, e->r.direction);dist = vect_sub(e->r.start, e->sph.posi);e->b = 2 * dot(dist, e->r.direction);e->c = dot(dist, dist) - e->sph.rad * e->sph.rad;delta = e->b * e->b - 4 * e->a * e->c;if (delta <0)返回(0);sqrtd = sqrt(delta);e->t0 = (-e->b + sqrtd)/(2 * e->a);e->t1 = (-e->b - sqrtd)/(2 * e->a);t_vect v2;v2 = vect_add(e->r.start, vect_sub(vect_scalaire(e->t0, e->r.direction), e->sph.posi));if (dot(e->plane.normal, v2) > 0.0)e->t0 =-1.0;v2 = vect_add(e->r.start, vect_sub(vect_scalaire(e->t1, e->r.direction), e->sph.posi));if (dot(e->plane.normal, v2) > 0.0)e->t1 =-1.0;如果 (e->t0 <0.0)e->t0 = e->t1;如果 (e->t1 <0.0)e->t1 = e->t0;双 tt;tt = fmin(e->t0, e->t1);如果 (tt <= 0.0)tt = fmax(e->t0, e->t1);if (tt > 1e-6 && tt < e->t){*t = tt;返回(1);}返回(0);}
结果如下:
最简单的方法是用平面切割你的球体.
如果您的平面法线比任何方向(球体上的点 - 球体中心)与法线方向相同,则会被切断.简单地通过这个条件:
dot(球体上的点-球心,平面法线)>0.0
但不要忘记测试光线和球体的交叉点,因为最近的交叉点可能在平面的另一侧......
我试图在我的 GLSL 光线追踪器中实现这一点:
如您所见,半球只需用平面切割即可工作......上面对您来说唯一重要的代码是这个(参见
***
注释):if (id==_fac_hemispheres)//*** 忽略for (;num>0;num--)//*** 忽略{浮动 r;//*** 这里 v0 是中心,v1 是平面法线,r 是半径v0.x=fac_get;v0.y=fac_get;v0.z=fac_get;r=fac_get;v1.x=fac_get;v1.y=fac_get;v1.z=fac_get;//*** 这是射线/椭球相交,返回两个命中的 l0,l1 射线距离//计算 ray(p0,dp) 与 sphere(v0,r) 相交的 l0 长度//其中 rr= r^-2双aa,bb,cc,dd,l0,l1,rr;dvec3 p0,dp;p0=射线[i0].pos-v0;//将球心设置为 (0,0,0)dp=射线[i0].dir;rr = 1.0/(r*r);aa=2.0*rr*dot(dp,dp);bb=2.0*rr*dot(p0,dp);cc= rr*dot(p0,p0)-1.0;dd=((bb*bb)-(2.0*aa*cc));如果 (dd<0.0) 继续;dd=sqrt(dd);l0=(-bb+dd)/aa;l1=(-bb-dd)/aa;//*** 这个 thro away 击中了飞机的错误一侧//测试两个 hits-v0 和普通 v1v2=射线[i0].pos+(射线[i0].dir*l0)-v0;如果(点(v1,v2)>0.0)l0=-1.0;v2=射线[i0].pos+(射线[i0].dir*l1)-v0;如果(点(v1,v2)>0.0)l1=-1.0;//*** 这只是使用更接近的有效命中如果(l0<0.0)l0=l1;如果(l1<0.0)l1=l0;t=min(l0,l1);如果 (t<=_zero) t=max(l0,l1);if ((t>_zero)&&((t<=tt)||(ii!=0))){ii=0;tt=t;//存储颜色,n ...射线[i0].col=c;射线[i0].refl=refl;射线[i0].refr=refr;//位置,正常pos=射线[i0].pos+(射线[i0].dir*t);射线[i0].nor=pos-v0;}}
我使用了我的射线和椭球相交精度改进,因为它返回了两个命中而不仅仅是第一个命中.
如果你交叉检查球体和半球,你会看到我刚刚添加了这两行:
v2=ray[i0].pos+(ray[i0].dir*l0)-v0;如果(点(v1,v2)>0.0)l0=-1.0;v2=射线[i0].pos+(射线[i0].dir*l1)-v0;如果(点(v1,v2)>0.0)l1=-1.0;
它只是将光线距离转换为命中位置并计算上述条件......
I am currently working on a basic raytracing program using C, and i have managed to so some simple shapes ex, sphere/box/plane/cone/..., and i also did some shading to them using phong illumination.
But my question is that i can get a hang of how i can ray trace a Hemisphere , like is there a set equation that define the Hemisphere if so enlighten me on it because i couldn't find any , or is there a set method to do it that i couldn't figure out.I have also tried to tried to cut the sphere with a plane and only show the only the top half but it didn't work (I am still new to all this so my understanding may be wrong).
Edit: Ok, I am sorry because i am really new to all this but here is what i have tryied.
#include "raytacing.h" t_env *init_sphere(t_env *e) { //sphere position and radius e->sph.posi.x = 0; e->sph.posi.y = 0; e->sph.posi.z = -1; e->sph.rad = 0; e->sph.color = (t_color){255, 255, 128); return (e); } t_env *init_plane(t_env *e) { //plane position e->plane.posi.x = 0; e->olane.posi.y = -0.5; e->plane.posi.z = 0; //plane normal e->plane.norm.x = 0; e->olane.norm.y = 1; e->plane.norm.z = 0; e->plane.color = (t_color){0, 255, 0); return (e); } double inter_plane(t_env *e, double *t) //calculating plane intersection { t_vect dist; double norm; norm = dot(e->plane.normal, e->r.direction); if (fabs(norm) > 1e-6) { dist = vect_sub(e->plane.posi, e->r.start); e->t0 = dot(dist, e->plane.normal) / norm; if (e->t0 < *t && e->t0 > 1e-6) { *t = e->t0; return (1); } else return (0); } return (0); } double inter_sph(t_env *e, double *t) //calculating sphere intersection { double delta; double sqrtd; t_vect dist; e->a = dot(e->r.direction, e->r.direction); dist = vect_sub(e->r.start, e->sph.posi); e->b = 2 * dot(dist, e->r.direction); e->c = dot(dist, dist) - e->sph.rad * e->sph.rad; delta = e->b * e->b - 4 * e->a * e->c; if (delta < 0) return (0); sqrtd = sqrt(delta); e->t0 = (-e->b + sqrtd) / (2 * e->a); e->t1 = (-e->b - sqrtd) / (2 * e->a); if (e->t0 > e->t1) e->t0 = e->t1; if ((e->t0 > 1e-6) && (e->t0 < *t)) { *t = e->t0; return (1); } else return (0); } double inter_hemisphere(t_env *e) //calculating hemisphere intersection { t_vect hit_normal; if (inter_sph(e, &e->t) == 1) { hit_normal = vect_add(e->r.start, vect_scalaire(e->t, e->r.direction)); hit_normal = vect_normalize(hit_normal); if (inter_plane(e, &(e->t)) == 1) { if (dot(e->plane.normal, hit_normal) < 0) return (1); return (0); } } return (0); }
the
e->t
is . supposed to be the closest distance to the camera so that i get an exact display of close and far objectsAnd here i tried to apply what
Spektre
said and got some thing displayed and look like something like this:And when i try to rotate it i get this:
Edit2 : After using
Spektre
Method I got a functional Intersection of a Hemisphere and the intersection look something like this.double inter_hemisphere(t_env *e, double *t) { double delta; double sqrtd; t_vect dist; e->a = dot(e->r.direction, e->r.direction); dist = vect_sub(e->r.start, e->sph.posi); e->b = 2 * dot(dist, e->r.direction); e->c = dot(dist, dist) - e->sph.rad * e->sph.rad; delta = e->b * e->b - 4 * e->a * e->c; if (delta < 0) return (0); sqrtd = sqrt(delta); e->t0 = (-e->b + sqrtd) / (2 * e->a); e->t1 = (-e->b - sqrtd) / (2 * e->a); t_vect v2; v2 = vect_add(e->r.start, vect_sub(vect_scalaire(e->t0, e->r.direction), e->sph.posi)); if (dot(e->plane.normal, v2) > 0.0) e->t0 =-1.0; v2 = vect_add(e->r.start, vect_sub(vect_scalaire(e->t1, e->r.direction), e->sph.posi)); if (dot(e->plane.normal, v2) > 0.0) e->t1 =-1.0; if (e->t0 < 0.0) e->t0 = e->t1; if (e->t1 < 0.0) e->t1 = e->t0; double tt; tt = fmin(e->t0, e->t1); if (tt <= 0.0) tt = fmax(e->t0, e->t1); if (tt > 1e-6 && tt < e->t) { *t = tt; return (1); } return (0); }
And here is the Result:
解决方案The simplest way is to cut your sphere by a plane.
If you have plane normal than any direction (point on sphere - sphere center) with the same direction to normal is cut off. Simply by this condition:
dot(point on sphere - sphere center , plane normal ) > 0.0
But do not forget to test both intersections of ray and sphere as the closest one can be on the other side of plane ...
I tried to implement this into mine GLSL Ray tracer:
And come up with this updated fragment shaders:
Vertex (no change):
//------------------------------------------------------------------ #version 420 core //------------------------------------------------------------------ uniform float aspect; uniform float focal_length; uniform mat4x4 tm_eye; layout(location=0) in vec2 pos; out smooth vec2 txt_pos; // frag position on screen <-1,+1> for debug prints out smooth vec3 ray_pos; // ray start position out smooth vec3 ray_dir; // ray start direction //------------------------------------------------------------------ void main(void) { vec4 p; txt_pos=pos; // perspective projection p=tm_eye*vec4(pos.x/aspect,pos.y,0.0,1.0); ray_pos=p.xyz; p-=tm_eye*vec4(0.0,0.0,-focal_length,1.0); ray_dir=normalize(p.xyz); gl_Position=vec4(pos,0.0,1.0); } //------------------------------------------------------------------
Fragment (added hemispheres):
//------------------------------------------------------------------ #version 420 core //------------------------------------------------------------------ // Ray tracer ver: 1.000 //------------------------------------------------------------------ in smooth vec3 ray_pos; // ray start position in smooth vec3 ray_dir; // ray start direction uniform float n0; // refractive index of camera origin uniform int fac_siz; // square texture x,y resolution size uniform int fac_num; // number of valid floats in texture uniform sampler2D fac_txr; // scene mesh data texture out layout(location=0) vec4 frag_col; //--------------------------------------------------------------------------- #define _reflect #define _refract //--------------------------------------------------------------------------- void main(void) { const vec3 light_dir=normalize(vec3(0.1,0.1,1.0)); const float light_iamb=0.1; // dot offset const float light_idir=0.5; // directional light amplitude const vec3 back_col=vec3(0.2,0.2,0.2); // background color const float _zero=1e-6; // to avoid intrsection with start point of ray const int _fac_triangles =0; // r,g,b,a, n, triangle count, { x0,y0,z0,x1,y1,z1,x2,y2,z2 } const int _fac_spheres =1; // r,g,b,a, n, sphere count, { x,y,z,r } const int _fac_hemispheres=2; // r,g,b,a, n, hemisphere count,{ x,y,z,r,nx,ny,nz } // ray scene intersection struct _ray { dvec3 pos,dir,nor; vec3 col; float refl,refr;// reflection,refraction intensity coeficients float n0,n1; // refaction index (start,end) double l; // ray length int lvl,i0,i1; // recursion level, reflect, refract }; const int _lvls=4; const int _rays=(1<<_lvls)-1; _ray ray[_rays]; int rays; dvec3 v0,v1,v2,pos; vec3 c; float refr,refl,n1; double tt,t,a; int i0,ii,num,id; // fac texture access vec2 st; int i,j; float ds=1.0/float(fac_siz-1); #define fac_get texture(fac_txr,st).r; st.s+=ds; i++; j++; if (j==fac_siz) { j=0; st.s=0.0; st.t+=ds; } // enque start ray ray[0].pos=ray_pos; ray[0].dir=normalize(ray_dir); ray[0].nor=vec3(0.0,0.0,0.0); ray[0].refl=0.0; ray[0].refr=0.0; ray[0].n0=n0; ray[0].n1=1.0; ray[0].l =0.0; ray[0].lvl=0; ray[0].i0=-1; ray[0].i1=-1; rays=1; // loop all enqued rays for (i0=0;i0<rays;i0++) { // loop through all objects // find closest forward intersection between them and ray[i0] // strore it to ray[i0].(nor,col) // strore it to pos,n1 t=tt=-1.0; ii=1; ray[i0].l=0.0; ray[i0].col=back_col; pos=ray[i0].pos; n1=n0; for (st=vec2(0.0,0.0),i=j=0;i<fac_num;) { c.r=fac_get; // RGBA c.g=fac_get; c.b=fac_get; refl=fac_get; refr=fac_get; n1=fac_get; // refraction index a=fac_get; id=int(a); // object type a=fac_get; num=int(a); // face count if (id==_fac_triangles) for (;num>0;num--) { v0.x=fac_get; v0.y=fac_get; v0.z=fac_get; v1.x=fac_get; v1.y=fac_get; v1.z=fac_get; v2.x=fac_get; v2.y=fac_get; v2.z=fac_get; dvec3 e1,e2,n,p,q,r; double t,u,v,det,idet; //compute ray triangle intersection e1=v1-v0; e2=v2-v0; // Calculate planes normal vector p=cross(ray[i0].dir,e2); det=dot(e1,p); // Ray is parallel to plane if (abs(det)<1e-8) continue; idet=1.0/det; r=ray[i0].pos-v0; u=dot(r,p)*idet; if ((u<0.0)||(u>1.0)) continue; q=cross(r,e1); v=dot(ray[i0].dir,q)*idet; if ((v<0.0)||(u+v>1.0)) continue; t=dot(e2,q)*idet; if ((t>_zero)&&((t<=tt)||(ii!=0))) { ii=0; tt=t; // store color,n ... ray[i0].col=c; ray[i0].refl=refl; ray[i0].refr=refr; // barycentric interpolate position t=1.0-u-v; pos=(v0*t)+(v1*u)+(v2*v); // compute normal (store as dir for now) e1=v1-v0; e2=v2-v1; ray[i0].nor=cross(e1,e2); } } if (id==_fac_spheres) for (;num>0;num--) { float r; v0.x=fac_get; v0.y=fac_get; v0.z=fac_get; r=fac_get; // compute l0 length of ray(p0,dp) to intersection with sphere(v0,r) // where rr= r^-2 double aa,bb,cc,dd,l0,l1,rr; dvec3 p0,dp; p0=ray[i0].pos-v0; // set sphere center to (0,0,0) dp=ray[i0].dir; rr = 1.0/(r*r); aa=2.0*rr*dot(dp,dp); bb=2.0*rr*dot(p0,dp); cc= rr*dot(p0,p0)-1.0; dd=((bb*bb)-(2.0*aa*cc)); if (dd<0.0) continue; dd=sqrt(dd); l0=(-bb+dd)/aa; l1=(-bb-dd)/aa; if (l0<0.0) l0=l1; if (l1<0.0) l1=l0; t=min(l0,l1); if (t<=_zero) t=max(l0,l1); if ((t>_zero)&&((t<=tt)||(ii!=0))) { ii=0; tt=t; // store color,n ... ray[i0].col=c; ray[i0].refl=refl; ray[i0].refr=refr; // position,normal pos=ray[i0].pos+(ray[i0].dir*t); ray[i0].nor=pos-v0; } } if (id==_fac_hemispheres) for (;num>0;num--) { float r; v0.x=fac_get; v0.y=fac_get; v0.z=fac_get; r=fac_get; v1.x=fac_get; v1.y=fac_get; v1.z=fac_get; // compute l0 length of ray(p0,dp) to intersection with sphere(v0,r) // where rr= r^-2 double aa,bb,cc,dd,l0,l1,rr; dvec3 p0,dp; p0=ray[i0].pos-v0; // set sphere center to (0,0,0) dp=ray[i0].dir; rr = 1.0/(r*r); aa=2.0*rr*dot(dp,dp); bb=2.0*rr*dot(p0,dp); cc= rr*dot(p0,p0)-1.0; dd=((bb*bb)-(2.0*aa*cc)); if (dd<0.0) continue; dd=sqrt(dd); l0=(-bb+dd)/aa; l1=(-bb-dd)/aa; // test both hits-v0 against normal v1 v2=ray[i0].pos+(ray[i0].dir*l0)-v0; if (dot(v1,v2)>0.0) l0=-1.0; v2=ray[i0].pos+(ray[i0].dir*l1)-v0; if (dot(v1,v2)>0.0) l1=-1.0; if (l0<0.0) l0=l1; if (l1<0.0) l1=l0; t=min(l0,l1); if (t<=_zero) t=max(l0,l1); if ((t>_zero)&&((t<=tt)||(ii!=0))) { ii=0; tt=t; // store color,n ... ray[i0].col=c; ray[i0].refl=refl; ray[i0].refr=refr; // position,normal pos=ray[i0].pos+(ray[i0].dir*t); ray[i0].nor=pos-v0; } } } ray[i0].l=tt; ray[i0].nor=normalize(ray[i0].nor); // split ray from pos and ray[i0].nor if ((ii==0)&&(ray[i0].lvl<_lvls-1)) { t=dot(ray[i0].dir,ray[i0].nor); // reflect #ifdef _reflect if ((ray[i0].refl>_zero)&&(t<_zero)) // do not reflect inside objects { ray[i0].i0=rays; ray[rays]=ray[i0]; ray[rays].lvl++; ray[rays].i0=-1; ray[rays].i1=-1; ray[rays].pos=pos; ray[rays].dir=ray[rays].dir-(2.0*t*ray[rays].nor); ray[rays].n0=ray[i0].n0; ray[rays].n1=ray[i0].n0; rays++; } #endif // refract #ifdef _refract if (ray[i0].refr>_zero) { ray[i0].i1=rays; ray[rays]=ray[i0]; ray[rays].lvl++; ray[rays].i0=-1; ray[rays].i1=-1; ray[rays].pos=pos; t=dot(ray[i0].dir,ray[i0].nor); if (t>0.0) // exit object { ray[rays].n0=ray[i0].n0; ray[rays].n1=n0; if (i0==0) ray[i0].n1=n1; v0=-ray[i0].nor; t=-t; } else{ // enter object ray[rays].n0=n1; ray[rays].n1=ray[i0].n0; ray[i0 ].n1=n1; v0=ray[i0].nor; } n1=ray[i0].n0/ray[i0].n1; tt=1.0-(n1*n1*(1.0-t*t)); if (tt>=0.0) { ray[rays].dir=(ray[i0].dir*n1)-(v0*((n1*t)+sqrt(tt))); rays++; } } #endif } else if (i0>0) // ignore last ray if nothing hit { ray[i0]=ray[rays-1]; rays--; i0--; } } // back track ray intersections and compute output color col // lvl is sorted ascending so backtrack from end for (i0=rays-1;i0>=0;i0--) { // directional + ambient light t=abs(dot(ray[i0].nor,light_dir)*light_idir)+light_iamb; t*=1.0-ray[i0].refl-ray[i0].refr; ray[i0].col.rgb*=float(t); // reflect ii=ray[i0].i0; if (ii>=0) ray[i0].col.rgb+=ray[ii].col.rgb*ray[i0].refl; // refract ii=ray[i0].i1; if (ii>=0) ray[i0].col.rgb+=ray[ii].col.rgb*ray[i0].refr; } frag_col=vec4(ray[0].col,1.0); } //---------------------------------------------------------------------------
The Vertex shader just creates the Ray position and direction which is interpolated by GPU and then Fragment shader handles each ray (per pixel).
I use this scene:
// init mesh raytracer ray.gl_init(); ray.beg(); // r g b rfl rfr n ray.add_material(1.0,0.7,0.1,0.3,0.0,_n_glass); ray.add_hemisphere( 0.0, 0.0, 2.0,0.5, 0.0, 0.0, 1.0); ray.add_material(1.0,1.0,1.0,0.3,0.0,_n_glass); ray.add_box ( 0.0, 0.0, 6.0,9.0,9.0,0.1); ray.add_material(1.0,1.0,1.0,0.1,0.8,_n_glass); ray.add_sphere ( 0.0, 0.0, 0.5,0.5); ray.add_material(1.0,0.1,0.1,0.3,0.0,_n_glass); ray.add_sphere (+2.0, 0.0, 2.0,0.5); ray.add_material(0.1,1.0,0.1,0.3,0.0,_n_glass); ray.add_box (-2.0, 0.0, 2.0,0.5,0.5,0.5); ray.add_material(0.1,0.1,1.0,0.3,0.0,_n_glass); ray.add_tetrahedron ( 0.0, 0.0, 3.0, -1.0,-1.0, 4.0, +1.0,-1.0, 4.0, 0.0,+1.0, 4.0 ); ray.end();
containing single yellow hemisphere at
(0.0, 0.0, 2.0)
with radiusr=0.5
and plane normal(0.0, 0.0, 1.0)
. Rotation of the object can by done simply by rotating the plane normal.And this is preview:
As you can see hemisphere is working by just cutting with a plane ... The only important code from above for you is this (see the
***
comments):if (id==_fac_hemispheres) // *** ignore for (;num>0;num--) // *** ignore { float r; // *** here v0 is center, v1 is plane normal and r is radius v0.x=fac_get; v0.y=fac_get; v0.z=fac_get; r=fac_get; v1.x=fac_get; v1.y=fac_get; v1.z=fac_get; // *** this is ray/ellipsoid intersection returning l0,l1 ray distances for both hits // compute l0 length of ray(p0,dp) to intersection with sphere(v0,r) // where rr= r^-2 double aa,bb,cc,dd,l0,l1,rr; dvec3 p0,dp; p0=ray[i0].pos-v0; // set sphere center to (0,0,0) dp=ray[i0].dir; rr = 1.0/(r*r); aa=2.0*rr*dot(dp,dp); bb=2.0*rr*dot(p0,dp); cc= rr*dot(p0,p0)-1.0; dd=((bb*bb)-(2.0*aa*cc)); if (dd<0.0) continue; dd=sqrt(dd); l0=(-bb+dd)/aa; l1=(-bb-dd)/aa; // *** this thro away hits on wrong side of plane // test both hits-v0 against normal v1 v2=ray[i0].pos+(ray[i0].dir*l0)-v0; if (dot(v1,v2)>0.0) l0=-1.0; v2=ray[i0].pos+(ray[i0].dir*l1)-v0; if (dot(v1,v2)>0.0) l1=-1.0; // *** this is just using closer valid hit if (l0<0.0) l0=l1; if (l1<0.0) l1=l0; t=min(l0,l1); if (t<=_zero) t=max(l0,l1); if ((t>_zero)&&((t<=tt)||(ii!=0))) { ii=0; tt=t; // store color,n ... ray[i0].col=c; ray[i0].refl=refl; ray[i0].refr=refr; // position,normal pos=ray[i0].pos+(ray[i0].dir*t); ray[i0].nor=pos-v0; } }
I used mine ray and ellipsoid intersection accuracy improvement as it returns both hits not just the first one.
If you cross check the spheres and hemispheres you will see I just added these two lines:
v2=ray[i0].pos+(ray[i0].dir*l0)-v0; if (dot(v1,v2)>0.0) l0=-1.0; v2=ray[i0].pos+(ray[i0].dir*l1)-v0; if (dot(v1,v2)>0.0) l1=-1.0;
which just converts ray distances to hit positions and computing the condition mentioned above...
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