Esempio n. 1
0
		private static Vec3 trace (Ray ray, Scene scene, int depth)
		{
			var nearest = Num.MaxValue;
			Sphere obj = null;

			// search the scene for nearest intersection
			foreach(var o in scene.Objects)
			{
				var distance = Num.MaxValue;
				if (Sphere.Intersect(o, ray, out distance))
				{
					if (distance < nearest)
					{
						nearest = distance;
						obj = o;
					}
				}
			}

			if (obj == null) return Vec3.Zero;

			var point_of_hit = ray.Org + (ray.Dir * nearest);
			var normal = Sphere.Normal(obj, point_of_hit);
			bool inside = false;

			if (Vec3.Dot(normal, ray.Dir) > 0)
			{
				inside = true;
				normal = -normal;
			}

			Vec3 color = Vec3.Zero;
			var reflection_ratio = obj.Reflection;

			foreach(var l in scene.Lights)
			{
				var light_direction = Vec3.Normalize(l.Position - point_of_hit);
				Ray r;
				r.Org = point_of_hit + (normal * 1e-5f);
				r.Dir = light_direction;

				// go through the scene check whether we're blocked from the lights
				bool blocked = false;
				foreach (var o in scene.Objects)
				{
					if (Sphere.Intersect(o, r))
					{
						blocked = true;
						break;
					}
				}

				if (!blocked)
				{
					color += l.Color
						* Math.Max(0, Vec3.Dot(normal, light_direction))
						* obj.Color
						* (1.0f - reflection_ratio);
				}
			}

			var rayNormDot = Vec3.Dot(ray.Dir, normal);
			Num facing = Math.Max(0, -rayNormDot);
			Num fresneleffect = reflection_ratio + ((1 - reflection_ratio) * (Num)Math.Pow((1 - facing), 5));

			// compute reflection
			if (depth < maxDepth && reflection_ratio > 0)
			{
				var reflection_direction = ray.Dir + (normal * 2 * rayNormDot * (-1.0f));
				Ray r;
				r.Org = point_of_hit + (normal * 1e-5f);
				r.Dir = reflection_direction;
				var reflection = trace(r, scene, depth + 1);
				color += reflection * fresneleffect;
			}

			// compute refraction
			if (depth < maxDepth && (obj.Transparency > 0))
			{
				var ior = 1.5f;
				var CE = Vec3.Dot(ray.Dir, normal) * (-1.0f);
				ior = inside ? (1.0f) / ior : ior;
				var eta = (1.0f) / ior;
				var GF = (ray.Dir + normal * CE) * eta;
				var sin_t1_2 = 1 - (CE * CE);
				var sin_t2_2 = sin_t1_2 * (eta * eta);
				if (sin_t2_2 < 1)
				{
					var GC = normal * (Num)Math.Sqrt(1 - sin_t2_2);
					var refraction_direction = GF - GC;
					Ray r;
					r.Org = point_of_hit - (normal * 1e-4f);
					r.Dir = refraction_direction;
					var refraction = trace(r, scene, depth + 1);
					color += refraction * (1 - fresneleffect) * obj.Transparency;
				}
			}
			return color;
		}
Esempio n. 2
0
		public static bool Intersect(Sphere sphere, Ray ray)
		{
			var l = sphere.Center - ray.Org;
			var a = Vec3.Dot(l, ray.Dir);
			if (a < 0)              // opposite direction
				return false;

			var b2 = Vec3.Dot(l, l) - (a * a);
			var r2 = sphere.Radius * sphere.Radius;
			if (b2 > r2)            // perpendicular > r
				return false;

			return true;
		}
Esempio n. 3
0
		public static bool Intersect(Sphere sphere, Ray ray, out Num distance)
		{
			distance = 0;

			var l = sphere.Center - ray.Org;
			var a = Vec3.Dot(l, ray.Dir);
			if (a < 0)              // opposite direction
				return false;

			var b2 = Vec3.Dot(l, l) - (a * a);
			var r2 = sphere.Radius * sphere.Radius;
			if (b2 > r2)            // perpendicular > r
				return false;

			var c = (Num)Math.Sqrt(r2 - b2);
			var near = a - c;
			var far  = a + c;
			distance = (near < 0) ? far : near;
			// near < 0 means ray starts inside
			return true;
		}
Esempio n. 4
0
        private static Vec3 trace(Ray ray, Scene scene, int depth)
        {
            var    nearest = Num.MaxValue;
            Sphere obj     = null;

            // search the scene for nearest intersection
            foreach (var o in scene.Objects)
            {
                var distance = Num.MaxValue;
                if (Sphere.Intersect(o, ray, out distance))
                {
                    if (distance < nearest)
                    {
                        nearest = distance;
                        obj     = o;
                    }
                }
            }

            if (obj == null)
            {
                return(Vec3.Zero);
            }

            var  point_of_hit = ray.Org + (ray.Dir * nearest);
            var  normal       = Sphere.Normal(obj, point_of_hit);
            bool inside       = false;

            if (Vec3.Dot(normal, ray.Dir) > 0)
            {
                inside = true;
                normal = -normal;
            }

            Vec3 color            = Vec3.Zero;
            var  reflection_ratio = obj.Reflection;

            foreach (var l in scene.Lights)
            {
                var light_direction = Vec3.Normalize(l.Position - point_of_hit);
                Ray r;
                r.Org = point_of_hit + (normal * 1e-5f);
                r.Dir = light_direction;

                // go through the scene check whether we're blocked from the lights
                bool blocked = false;
                foreach (var o in scene.Objects)
                {
                    if (Sphere.Intersect(o, r))
                    {
                        blocked = true;
                        break;
                    }
                }

                if (!blocked)
                {
                    color += l.Color
                             * Math.Max(0, Vec3.Dot(normal, light_direction))
                             * obj.Color
                             * (1.0f - reflection_ratio);
                }
            }

            var rayNormDot    = Vec3.Dot(ray.Dir, normal);
            Num facing        = Math.Max(0, -rayNormDot);
            Num fresneleffect = reflection_ratio + ((1 - reflection_ratio) * (Num)Math.Pow((1 - facing), 5));

            // compute reflection
            if (depth < maxDepth && reflection_ratio > 0)
            {
                var reflection_direction = ray.Dir + (normal * 2 * rayNormDot * (-1.0f));
                Ray r;
                r.Org = point_of_hit + (normal * 1e-5f);
                r.Dir = reflection_direction;
                var reflection = trace(r, scene, depth + 1);
                color += reflection * fresneleffect;
            }

            // compute refraction
            if (depth < maxDepth && (obj.Transparency > 0))
            {
                var ior = 1.5f;
                var CE  = Vec3.Dot(ray.Dir, normal) * (-1.0f);
                ior = inside ? (1.0f) / ior : ior;
                var eta      = (1.0f) / ior;
                var GF       = (ray.Dir + normal * CE) * eta;
                var sin_t1_2 = 1 - (CE * CE);
                var sin_t2_2 = sin_t1_2 * (eta * eta);
                if (sin_t2_2 < 1)
                {
                    var GC = normal * (Num)Math.Sqrt(1 - sin_t2_2);
                    var refraction_direction = GF - GC;
                    Ray r;
                    r.Org = point_of_hit - (normal * 1e-4f);
                    r.Dir = refraction_direction;
                    var refraction = trace(r, scene, depth + 1);
                    color += refraction * (1 - fresneleffect) * obj.Transparency;
                }
            }
            return(color);
        }