光线跟踪器未产生预期输出 我有个问题:我用C++代码读取了一个光线跟踪的代码。C++是可以的。我试着把它转换成Python,它成功了(结果慢了17倍,分辨率降低了4倍)。我试图将其转换为C#,但我的代码无法工作。我唯一能看到的是一张空白的白色800x600图像。有关C++代码,请参阅先前链接的文章。
这是我对C代码的解释:光线跟踪器未产生预期输出 我有个问题:我用C++代码读取了一个光线跟踪的代码。C++是可以的。我试着把它转换成Python,它成功了(结果慢了17倍,分辨率降低了4倍)。我试图将其转换为C#,但我的代码无法工作。我唯一能看到的是一张空白的白色800x600图像。有关C++代码,请参阅先前链接的文章。,c#,graphics,raytracing,C#,Graphics,Raytracing,这是我对C代码的解释: 使用系统; 使用System.Collections.Generic; 名称空间光线跟踪器 { 班级计划 { const int MAX_RAY_DEPTH=8; 常量浮点远=100000000; 公共静态void Main(字符串[]args) { 球体[]球体=新球体[7]; 球体[0]=新球体(新Vec3f(0.0f,-10004,-20),10000,新Vec3f(0.20f,0.20f,0.20f),0,0.0f); 球体[1]=新球体(新Vec3f(0.0f,
使用系统;
使用System.Collections.Generic;
名称空间光线跟踪器
{
班级计划
{
const int MAX_RAY_DEPTH=8;
常量浮点远=100000000;
公共静态void Main(字符串[]args)
{
球体[]球体=新球体[7];
球体[0]=新球体(新Vec3f(0.0f,-10004,-20),10000,新Vec3f(0.20f,0.20f,0.20f),0,0.0f);
球体[1]=新球体(新Vec3f(0.0f,0,-20),4,新Vec3f(1.00f,0.32f,0.36f),1,0.5f);
球体[2]=新球体(新Vec3f(5.0f,-1,-15),2,新Vec3f(0.90f,0.76f,0.46f),1,0.0f);
球体[3]=新球体(新Vec3f(5.0f,0,-25),3,新Vec3f(0.65f,0.77f,0.97f),1,0.0f);
球体[4]=新球体(新Vec3f(-5.5f,0,-15),3,新Vec3f(0.90f,0.90f,0.90f),1,0.0f);
球体[5]=新球体(新Vec3f(2f,2,-30),4,新Vec3f(0.53f,0.38f,0.91f),1,0.7f);
球体[6]=新球体(新Vec3f(0,20,-25),3,新Vec3f(0.00f,0.00f,0.00f),0,0.0f,新Vec3f(3));
渲染(球体);
}
公共类冲突
{
公众浮标t0、t1;
公共利益冲突;
公共冲突(布尔列,浮点tt0=0,浮点tt1=0)
{
t0=tt0;
t1=tt1;
碰撞=col;
}
}
公共类Vec3f
{
公共浮动x,y,z;
公共向量3f(){x=y=z=0;}
公共向量3f(float v){x=y=z=v;}
公共向量3f(浮点xx,浮点yy,浮点zz){x=xx;y=yy;z=zz;}
公共Vec3f规范化()
{
浮动nor2=长度2();
如果(nor2>0)
{
浮点invNor=1/(浮点)数学Sqrt(nor2);
x*=invNor;y*=invNor;z*=invNor;
}
归还这个;
}
公共静态Vec3f运算符*(Vec3f l,Vec3f r)
{
返回新的Vec3f(l.x*r.x,l.y*r.y,l.z*r.z);
}
公共静态Vec3f运算符*(Vec3f l,float r)
{
返回新的Vec3f(长x*r、长y*r、长z*r);
}
公共浮点数(Vec3f v)
{
返回x*v.x+y*v.y+z*v.z;
}
公共静态Vec3f运算符-(Vec3f l,Vec3f r)
{
返回新的Vec3f(l.x-r.x,l.y-r.y,l.z-r.z);
}
公共静态Vec3f运算符+(Vec3f l,Vec3f r)
{
返回新的Vec3f(l.x+r.x,l.y+r.y,l.z+r.z);
}
公共静态Vec3f运算符-(Vec3f v)
{
返回新的Vec3f(-v.x,-v.y,-v.z);
}
公众浮标长度2()
{
返回x*x+y*y+z*z;
}
公共浮动长度()
{
return(float)Math.Sqrt(length2());
}
}
公共阶级领域
{
公共Vec3f中心、表面颜色、发射颜色;
公共浮动半径,半径2;
公开透明、反思;
公共球体(Vec3f c,float r,Vec3f sc,float refl=0,float transp=0,Vec3f ec=null)
{
中心=c;半径=r;半径2=r*r;
surfaceColor=sc;emissionColor=(ec==null)?新Vec3f(0):ec;
透明度=传输;反射=反射;
}
公共碰撞相交(Vec3f rayorig、Vec3f raydir)
{
Vec3f l=中心-雷奥里格;
浮点数tca=l.dot(raydir);
如果(tca<0){返回新的冲突(false);}
浮点数d2=l.dot(l)-tca*tca;
如果(d2>radius2){返回新的冲突(false);}
Collision coll=新的碰撞(true);
float thc=(float)Math.Sqrt(radius2-d2);
coll.t0=tca-thc;
coll.t1=tca+thc;
返回coll;
}
}
公共静态浮动组合(浮动a、浮动b、浮动组合)
{
返回b*混合+a*(1-混合);
}
公共静态Vec3f跟踪(Vec3f rayorig,Vec3f raydir,Sphere[]spheres,int depth)
{
浮动时间=远;
球体=空;
foreach(球体中的球体i)
{
浮点数t0=FAR,t1=FAR;
碰撞coll=i.intersect(rayorig,raydir);
if(coll.collide)
{
如果(coll.t0<0){coll.t0=coll.t1;}
如果(coll.t00{nhit=-nhit;inside=true;}
if((sphere.transparency>0 | | sphere.reflection>0)&&depth0)
{
浮动ior=1.1f;浮动eta=0;
如果(内部){eta=ior;}否则{eta=1/ior;}
float cosi=-nhit.dot(raydir);
浮点数k=1-埃塔*埃塔*(1-余弦*余弦);
Vec3f refrdir=raydir*eta+nhit*(eta*cosi-(fl
using System;
using System.Collections.Generic;
namespace raytracer
{
class Program
{
const int MAX_RAY_DEPTH = 8;
const float FAR = 100000000;
public static void Main(string[] args)
{
Sphere[] spheres = new Sphere[7];
spheres[0] = new Sphere(new Vec3f( 0.0f, -10004, -20), 10000, new Vec3f(0.20f, 0.20f, 0.20f), 0, 0.0f);
spheres[1] = new Sphere(new Vec3f( 0.0f, 0, -20), 4, new Vec3f(1.00f, 0.32f, 0.36f), 1, 0.5f);
spheres[2] = new Sphere(new Vec3f( 5.0f, -1, -15), 2, new Vec3f(0.90f, 0.76f, 0.46f), 1, 0.0f);
spheres[3] = new Sphere(new Vec3f( 5.0f, 0, -25), 3, new Vec3f(0.65f, 0.77f, 0.97f), 1, 0.0f);
spheres[4] = new Sphere(new Vec3f(-5.5f, 0, -15), 3, new Vec3f(0.90f, 0.90f, 0.90f), 1, 0.0f);
spheres[5] = new Sphere(new Vec3f( 2f, 2, -30), 4, new Vec3f(0.53f, 0.38f, 0.91f), 1, 0.7f);
spheres[6] = new Sphere(new Vec3f( 0, 20, -25), 3, new Vec3f(0.00f, 0.00f, 0.00f), 0, 0.0f, new Vec3f(3));
Render(spheres);
}
public class Collision
{
public float t0, t1;
public bool collide;
public Collision(bool col, float tt0 = 0, float tt1 = 0)
{
t0 = tt0;
t1 = tt1;
collide = col;
}
}
public class Vec3f
{
public float x, y, z;
public Vec3f(){ x = y = z = 0; }
public Vec3f(float v){ x = y = z = v; }
public Vec3f(float xx, float yy, float zz){ x = xx; y = yy; z = zz; }
public Vec3f normalize()
{
float nor2 = length2();
if (nor2 > 0)
{
float invNor = 1 / (float)Math.Sqrt(nor2);
x *= invNor; y *= invNor; z *= invNor;
}
return this;
}
public static Vec3f operator *(Vec3f l, Vec3f r)
{
return new Vec3f(l.x * r.x, l.y * r.y, l.z * r.z);
}
public static Vec3f operator *(Vec3f l, float r)
{
return new Vec3f(l.x * r, l.y * r, l.z * r);
}
public float dot(Vec3f v)
{
return x * v.x + y * v.y + z * v.z;
}
public static Vec3f operator -(Vec3f l, Vec3f r)
{
return new Vec3f(l.x - r.x, l.y - r.y, l.z - r.z);
}
public static Vec3f operator +(Vec3f l, Vec3f r)
{
return new Vec3f(l.x + r.x, l.y + r.y, l.z + r.z);
}
public static Vec3f operator -(Vec3f v)
{
return new Vec3f(-v.x, -v.y, -v.z);
}
public float length2()
{
return x * x + y * y + z * z;
}
public float length()
{
return (float)Math.Sqrt(length2());
}
}
public class Sphere
{
public Vec3f center, surfaceColor, emissionColor;
public float radius, radius2;
public float transparency, reflection;
public Sphere(Vec3f c, float r, Vec3f sc, float refl = 0, float transp = 0, Vec3f ec = null)
{
center = c; radius = r; radius2 = r * r;
surfaceColor = sc; emissionColor = (ec == null) ? new Vec3f(0) : ec;
transparency = transp; reflection = refl;
}
public Collision intersect(Vec3f rayorig, Vec3f raydir)
{
Vec3f l = center - rayorig;
float tca = l.dot(raydir);
if (tca < 0){ return new Collision(false); }
float d2 = l.dot(l) - tca * tca;
if (d2 > radius2){ return new Collision(false); }
Collision coll = new Collision(true);
float thc = (float)Math.Sqrt(radius2 - d2);
coll.t0 = tca - thc;
coll.t1 = tca + thc;
return coll;
}
}
public static float mix(float a, float b, float mix)
{
return b * mix + a * (1 - mix);
}
public static Vec3f trace(Vec3f rayorig, Vec3f raydir, Sphere[] spheres, int depth)
{
float tnear = FAR;
Sphere sphere = null;
foreach(Sphere i in spheres)
{
float t0 = FAR, t1 = FAR;
Collision coll = i.intersect(rayorig, raydir);
if (coll.collide)
{
if (coll.t0 < 0) { coll.t0 = coll.t1; }
if (coll.t0 < tnear) { tnear = coll.t0; sphere = i; }
}
}
if (sphere == null){ return new Vec3f(2); }
Vec3f surfaceColor = new Vec3f(0);
Vec3f phit = rayorig + raydir * tnear;
Vec3f nhit = phit - sphere.center;
nhit.normalize();
float bias = 1e-4f;
bool inside = false;
if (raydir.dot(nhit) > 0){ nhit = -nhit; inside = true; }
if ((sphere.transparency > 0 || sphere.reflection > 0) && depth < MAX_RAY_DEPTH)
{
float facingratio = -raydir.dot(nhit);
float fresneleffect = mix((float)Math.Pow(1 - facingratio, 3), 1, 0.1f);
Vec3f refldir = raydir - nhit * 2 * raydir.dot(nhit);
refldir.normalize();
Vec3f reflection = trace(phit + nhit * bias, refldir, spheres, depth + 1);
Vec3f refraction = new Vec3f(0);
if (sphere.transparency > 0)
{
float ior = 1.1f; float eta = 0;
if (inside){ eta = ior; } else { eta = 1 / ior; }
float cosi = -nhit.dot(raydir);
float k = 1 - eta * eta * (1 - cosi * cosi);
Vec3f refrdir = raydir * eta + nhit * (eta * cosi - (float)Math.Sqrt(k));
refrdir.normalize();
refraction = trace(phit - nhit * bias, refrdir, spheres, depth + 1);
}
surfaceColor =
(
reflection * fresneleffect + refraction *
(1 - fresneleffect) * sphere.transparency) * sphere.surfaceColor;
}
else
{
foreach(Sphere i in spheres)
{
if (i.emissionColor.x > 0)
{
Vec3f transmission = new Vec3f(1);
Vec3f lightDirection = i.center - phit;
lightDirection.normalize();
foreach(Sphere j in spheres)
{
if (i != j)
{
Collision jcoll = j.intersect(phit + nhit * bias, lightDirection);
if (jcoll.collide)
{
transmission = new Vec3f(0);
break;
}
}
}
surfaceColor += sphere.surfaceColor * transmission * Math.Max(0, nhit.dot(lightDirection)) * i.emissionColor;
}
}
}
return surfaceColor;
}
public static void Render(Sphere[] spheres)
{
int width = 800, height = 600;
List<Vec3f> image = new List<Vec3f>();
float invWidth = 1 / width, invHeight = 1 / height;
float fov = 30, aspectratio = width / height;
float angle = (float)Math.Tan(Math.PI * 0.5 * fov / 180);
for (int y = 0; y < height; y++)
{
for(int x = 0; x < width; x++)
{
float xx = (2 * ((x + 0.5f) * invWidth) - 1) * angle * aspectratio;
float yy = (1 - 2 * ((y + 0.5f) * invHeight)) * angle;
Vec3f raydir = new Vec3f(xx, yy, -1);
raydir.normalize();
image.Add(trace(new Vec3f(0), raydir, spheres, 0));
}
}
Console.Write("P3 800 600 255\r\n");
int line = 150;
for(int i = 0; i < width * height; ++i)
{
if(line <= 0) {line = 150; Console.Write("\r\n");}
line--;
Vec3f pixel = GetColor(image[i]);
Console.Write(pixel.x + " " + pixel.y + " " + pixel.z);
}
}
public static Vec3f GetColor(Vec3f col)
{
return new Vec3f(Math.Min(1, col.x)* 255, Math.Min(1, col.y)* 255, Math.Min(1, col.z)* 255);
}
}
}
float invWidth = 1f / width, invHeight = 1f / height;
float fov = 30, aspectratio = (float)width / height;
for(int i = 0; i < width * height; ++i)
{
if(line <= 0) {line = 150; Console.Write("\r\n");}
else if (line < 150) Console.Write(" ");
line--;
Vec3f pixel = GetColor(image[i]);
Console.Write(pixel.x + " " + pixel.y + " " + pixel.z);
}
Console.Write(pixel.x + " " + pixel.y + " " + pixel.z + " ");
return surfaceColor + sphere.emissionColor;
class Program
{
const int MAX_RAY_DEPTH = 8;
const float FAR = 100000000;
public static void Main(string[] args)
{
Sphere[] spheres = new Sphere[7];
spheres[0] = new Sphere(new Vec3f( 0.0f, -10004, -20), 10000, new Vec3f(0.20f, 0.20f, 0.20f), 0, 0.0f);
spheres[1] = new Sphere(new Vec3f( 0.0f, 0, -20), 4, new Vec3f(1.00f, 0.32f, 0.36f), 1, 0.5f);
spheres[2] = new Sphere(new Vec3f( 5.0f, -1, -15), 2, new Vec3f(0.90f, 0.76f, 0.46f), 1, 0.0f);
spheres[3] = new Sphere(new Vec3f( 5.0f, 0, -25), 3, new Vec3f(0.65f, 0.77f, 0.97f), 1, 0.0f);
spheres[4] = new Sphere(new Vec3f(-5.5f, 0, -15), 3, new Vec3f(0.90f, 0.90f, 0.90f), 1, 0.0f);
spheres[5] = new Sphere(new Vec3f( 2f, 2, -30), 4, new Vec3f(0.53f, 0.38f, 0.91f), 1, 0.7f);
spheres[6] = new Sphere(new Vec3f( 0, 20, -30), 3, new Vec3f(0.00f, 0.00f, 0.00f), 0, 0.0f, new Vec3f(3));
Render(spheres);
}
public struct Collision
{
public readonly float t0, t1;
public readonly bool collide;
public Collision(bool col, float tt0, float tt1)
{
t0 = tt0 < 0 ? tt1 : tt0;
t1 = tt1;
collide = col;
}
}
public struct Vec3f
{
public readonly float x, y, z;
public Vec3f(float v) { x = y = z = v; }
public Vec3f(float xx, float yy, float zz) { x = xx; y = yy; z = zz; }
public Vec3f normalize()
{
float nor2 = length2();
if (nor2 > 0)
{
float invNor = 1 / (float)Math.Sqrt(nor2);
return new Vec3f(x * invNor, y * invNor, z * invNor);
}
return this;
}
public static Vec3f operator *(Vec3f l, Vec3f r)
{
return new Vec3f(l.x * r.x, l.y * r.y, l.z * r.z);
}
public static Vec3f operator *(Vec3f l, float r)
{
return new Vec3f(l.x * r, l.y * r, l.z * r);
}
public float dot(Vec3f v)
{
return x * v.x + y * v.y + z * v.z;
}
public static Vec3f operator -(Vec3f l, Vec3f r)
{
return new Vec3f(l.x - r.x, l.y - r.y, l.z - r.z);
}
public static Vec3f operator +(Vec3f l, Vec3f r)
{
return new Vec3f(l.x + r.x, l.y + r.y, l.z + r.z);
}
public static Vec3f operator -(Vec3f v)
{
return new Vec3f(-v.x, -v.y, -v.z);
}
public float length2()
{
return x * x + y * y + z * z;
}
public float length()
{
return (float)Math.Sqrt(length2());
}
}
public class Sphere
{
public readonly Vec3f center, surfaceColor, emissionColor;
public readonly float radius, radius2;
public readonly float transparency, reflection;
public Sphere(Vec3f c, float r, Vec3f sc, float refl = 0, float transp = 0, Vec3f? ec = null)
{
center = c; radius = r; radius2 = r * r;
surfaceColor = sc; emissionColor = (ec == null) ? new Vec3f() : ec.Value;
transparency = transp; reflection = refl;
}
public Collision intersect(Vec3f rayorig, Vec3f raydir)
{
Vec3f l = center - rayorig;
float tca = l.dot(raydir);
if (tca < 0) { return new Collision(); }
float d2 = l.dot(l) - tca * tca;
if (d2 > radius2) { return new Collision(); }
float thc = (float)Math.Sqrt(radius2 - d2);
return new Collision(true, tca - thc, tca + thc);
}
}
public static float mix(float a, float b, float mix)
{
return b * mix + a * (1 - mix);
}
public static Vec3f trace(Vec3f rayorig, Vec3f raydir, Sphere[] spheres, int depth)
{
float tnear = FAR;
Sphere sphere = null;
for (int i = 0; i < spheres.Length; i++)
{
Collision coll = spheres[i].intersect(rayorig, raydir);
if (coll.collide && coll.t0 < tnear)
{
tnear = coll.t0;
sphere = spheres[i];
}
}
if (sphere == null) { return new Vec3f(2); }
Vec3f surfaceColor = new Vec3f();
Vec3f phit = rayorig + raydir * tnear;
Vec3f nhit = (phit - sphere.center).normalize();
float bias = 1e-4f;
bool inside = false;
if (raydir.dot(nhit) > 0) { nhit = -nhit; inside = true; }
if ((sphere.transparency > 0 || sphere.reflection > 0) && depth < MAX_RAY_DEPTH)
{
float facingratio = -raydir.dot(nhit);
float fresneleffect = mix((float)Math.Pow(1 - facingratio, 3), 1, 0.1f);
Vec3f refldir = (raydir - nhit * 2 * raydir.dot(nhit)).normalize();
Vec3f reflection = trace(phit + nhit * bias, refldir, spheres, depth + 1);
Vec3f refraction = new Vec3f();
if (sphere.transparency > 0)
{
float ior = 1.1f; float eta = inside ? ior : 1 / ior;
float cosi = -nhit.dot(raydir);
float k = 1 - eta * eta * (1 - cosi * cosi);
Vec3f refrdir = (raydir * eta + nhit * (eta * cosi - (float)Math.Sqrt(k))).normalize();
refraction = trace(phit - nhit * bias, refrdir, spheres, depth + 1);
}
surfaceColor = (
reflection * fresneleffect +
refraction * (1 - fresneleffect) * sphere.transparency) * sphere.surfaceColor;
}
else
{
for (int i = 0; i < spheres.Length; i++)
{
if (spheres[i].emissionColor.x > 0)
{
Vec3f transmission = new Vec3f(1);
Vec3f lightDirection = (spheres[i].center - phit).normalize();
for (int j = 0; j < spheres.Length; j++)
{
if (i != j)
{
Collision jcoll = spheres[j].intersect(phit + nhit * bias, lightDirection);
if (jcoll.collide)
{
transmission = new Vec3f();
break;
}
}
}
surfaceColor += sphere.surfaceColor * transmission *
Math.Max(0, nhit.dot(lightDirection)) * spheres[i].emissionColor;
}
}
}
return surfaceColor + sphere.emissionColor;
}
public static void Render(Sphere[] spheres)
{
int width = 800, height = 600;
Vec3f[] image = new Vec3f[width * height];
int pixelIndex = 0;
float invWidth = 1f / width, invHeight = 1f / height;
float fov = 30, aspectratio = (float)width / height;
float angle = (float)Math.Tan(Math.PI * 0.5 * fov / 180);
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; x++, pixelIndex++)
{
float xx = (2 * ((x + 0.5f) * invWidth) - 1) * angle * aspectratio;
float yy = (1 - 2 * ((y + 0.5f) * invHeight)) * angle;
Vec3f raydir = new Vec3f(xx, yy, -1).normalize();
image[pixelIndex] = trace(new Vec3f(), raydir, spheres, 0);
}
}
StringWriter writer = new StringWriter();
WriteableBitmap bitmap = new WriteableBitmap(width, height, 96, 96, PixelFormats.Rgb24, null);
bitmap.Lock();
unsafe
{
byte* buffer = (byte*)bitmap.BackBuffer;
{
writer.Write("P3 800 600 255\r\n");
for (int y = 0; y < height; y++)
{
for (int x = 0; x < width; ++x)
{
if (x > 0) { writer.Write(" "); }
Vec3f pixel = GetColor(image[y * width + x]);
writer.Write(pixel.x + " " + pixel.y + " " + pixel.z);
int bufferOffset = y * bitmap.BackBufferStride + x * 3;
buffer[bufferOffset] = (byte)pixel.x;
buffer[bufferOffset + 1] = (byte)pixel.y;
buffer[bufferOffset + 2] = (byte)pixel.z;
}
writer.WriteLine();
}
}
}
bitmap.Unlock();
var encoder = new PngBitmapEncoder();
using (Stream stream = File.OpenWrite("temp.png"))
{
encoder.Frames.Add(BitmapFrame.Create(bitmap));
encoder.Save(stream);
}
string result = writer.ToString();
}
public static Vec3f GetColor(Vec3f col)
{
return new Vec3f(Math.Min(1, col.x) * 255, Math.Min(1, col.y) * 255, Math.Min(1, col.z) * 255);
}
}