Problems with a simple raytracer in c++ - c++

What it does is basically checking for collisions against an array of triangles and drawing an image based on the color of the triangle it hits. I think my problem lies in the collision detection. Code here:
for (int i = 0; i < triangles.size(); i++){
vec3 v0 = triangles[i].v0;
vec3 v1 = triangles[i].v1;
vec3 v2 = triangles[i].v2;
vec3 e1 = v1 - v0;
vec3 e2 = v2 - v0;
vec3 b = start - v0;
mat3 A(-dir, e1, e2);
vec3 x = glm::inverse(A) * b;
if (x.x > 0 && x.y > 0 && (x.x + x.y < 1) && (x.z - start.z>= 0)){
return true;
}
}
...where "dir" is the direction of the ray coming from the camera, calculated as "x - SCREEN_WIDTH / 2, y - SCREEN_HEIGHT / 2, focalLength". SCREEN_WIDTH, SCREEN_HEIGHT and focalLength are constants. Start is the position of the camera, set to 0,0,0.
What I'm not sure about is what x really is and what I should check for before returning true. "x.x > 0 && x.y > 0 && (x.x + x.y < 1)" is supposed to check if the ray hits not only on the same plane but actually inside the triangle, and the last part ("x.z - start.z>= 0", the one I'm least sure about), if the collision happened in front of the camera.
I get images, but no matter how much I try it's never right. It's supposed to be a classic TestModel of a room with different colored walls and two shapes in it. The closest I think I've been is getting four of five walls right, with the far one missing and a part of one of the shapes on the other side of it.

I'm not familiar with the matrix formulation for triangle intersection - it sounds quite expensive.
My own code is below, where my e1 and e2 are equivalent to yours - i.e. they represent the edge vectors from v0 to v1 and v2 respectively:
// NB: triangles are assumed to be in world space
vector3 pvec = vector3::cross(ray.direction(), e2);
double det = e1.dot(pvec);
if (::fabs(det) < math::epsilon) return 0;
double invDet = 1.0 / det;
vector3 tvec(p0, ray.origin());
double u = tvec.dot(pvec) * invDet;
if (u < 0 || u > 1) return 0;
vector3 qvec = vector3::cross(tvec, e1);
double v = ray.direction().dot(qvec) * invDet;
if (v < 0 || u + v > 1) return 0;
double t = e2.dot(qvec) * invDet;
if (t > math::epsilon) { // avoid self intersection
// hit found at distance "t"
}
I suspect the problem is in your calculation of the ray vector, which should be normalised.

Related

Barycentric coordinates doesn't always work(3d)

I have a 3d box made of 12 triangles centered at the origin. I launch a ray from the origin to random directions, the goal is to get the face that intersects with the ray.
I do this by searching all the ray/plane intersections and then determining the face their on(if any) with the Barycentric coordinates(u,v,w).
this works correctly only half the time, and generally yields unexpected results:
float triangleAREA(vec3 a, vec3 b, vec3 c)
{
return(length(cross(b-a, c-a)) / 2);
}
int isINtriangle(vec3 a, vec3 b, vec3 c, vec3 p)
{
float total_area = triangleAREA(a, b, c);
float u = triangleAREA(a, b, p);
float v = triangleAREA(a, c, p);
float w = triangleAREA(c, b, p);
if (u + v + w != total_area)
return Ray::_NOintersection;
else
{
if (u == 0 || v == 0 || w == 0)
return Ray::_Onedge_OnVertex;
else
return Ray::_INtriangle;
}
}
this is how I check if the intersection is in the same direction as the ray:
vec3 a = normalize(ray_direction); vec3 b = normalize(intersect);
if (
a.x > b.x - 1 && a.x < b.x + 1 &&
a.z > b.z - 1 && a.z < b.z + 1 &&
a.y > b.y - 1 && a.y < b.y + 1
)
this is all new to me, any help would be awesome !
This code
if (u + v + w != total_area)
is unreliable for floats. Floats don’t work same way as integers, tests for the exact equality rarely make any sense.
You should do something completely different instead. Here’s one method. The code is untested but conceptually it should work, I did similar things many times.
#include <assert.h>
// 0 when [0,p] ray goes through [0,t1,t2] plane.
// Otherwise, the sign tells relative orientation of the ray and the plane.
inline float crossDot( vec3 t1, vec3 t2, vec3 p )
{
// Depending on winding order of triangles, and coordinate system (right versus left handed),
// you may need to flip the cross() arguments
return dot( cross( t1, t2 ), p );
}
// The triangle is [a, b, c], the points must have consistent winding,
// i.e. when viewed from [0,0,0] the order must be either clockwise or counterclockwise,
// for all triangles of your mesh.
// p does not need to be normalized, length is ignored, only direction is used.
int testRayTriangle( vec3 a, vec3 b, vec3 c, vec3 p )
{
// If this assert fails because zero, you have a zero-area triangle, or a triangle that goes through [0,0,0].
// If this assert fails because negative, you need to flip cross() arguments, or fix winding order in the mesh.
assert( crossDot( a, b, c ) > 0 );
const float e1 = crossDot( a, b, p );
const float e2 = crossDot( b, c, p );
const float e3 = crossDot( c, a, p );
if( e1 < 0 || e2 < 0 || e3 < 0 )
return Ray::_NOintersection; // The ray points outwards in relation to some side plane
if( e1 > 0 && e2 > 0 && e3 > 0 )
return Ray::_INtriangle; // The ray points inwards in relation to all 3 side planes
// The ray goes through a side plane
return Ray::_Onedge_OnVertex;
}
The above code assumes eventually you gonna have more complicated meshes than your 12-triangles unit cube. If all you need is unit cube, find longest absolute dimension of your random vector, this + sign of that coordinate will tell you which of the 6 cube planes it gonna intersect. If there’s no longest dimension e.g. your ray direction is [1,1,0] then the ray goes through an edge or vertex of the cube. Otherwise, test 2 other coordinates to find which of the 2 triangles it intersects.

Ray-bounded plane intersection

I'm trying to write a ray tracer in my freetime. Currently trying to do ray - bounded plane intersections.
My program is already working with infinite planes. I'm trying to work out the math for non-infinite planes. Tried to google, but all of the resources talk only about infinite planes.
My plane has a corner point (called position), from which two vectors (u and v) extend (their length correspond to the length of the sides). The ray has an origin and a direction.
First I calculate the intersection point with an infinite plane with the formula
t = normal * (position - origin) / (normal * direction)
The normal is calculated as a cross product of u and v.
Then with the formula
origin + direction * t
I get the intersection point itself.
The next step is checking if this point is in the bounds of the rectangle, and this is where I'm having trouble.
My idea was to get the relative vector intersection - position that is extending from the corner of the plane to the intersection point, then transform it to a new basis of u, normal and v then check if the lengths of the transformed vectors are shorter than the u and v vectors.
bool BoundedPlane::intersect(const Vec3f &origin, const Vec3f &direction, float &t) const {
t = normal * (position - origin) / (normal * direction);
Vec3f relative = (origin + direction * t) - position;
Mat3f transform{
Vec3f(u.x, normal.x, v.x),
Vec3f(u.y, normal.y, v.y),
Vec3f(u.z, normal.z, v.z)
};
Vec3f local = transform.mul(relative);
return t > 0 && local.x >= 0 && local.x <= u.x && local.z <= 0 && local.z <= v.z;
}
At the end I check if t is larger than 0, meaning the intersection is in front of the camera, and if the lengths of the vectors are inside the bounds. This gives me a weird line:
.
The plane should appear below the spheres like this:
(this used manual checking to see if it appears correctly if the numbers are right).
I'm not sure what I'm doing wrong, and if there's an easier way to check the bounds. Thanks in advance.
Edit1:
I moved the transformation matrix calculations into the constructor, so now the intersection test is:
bool BoundedPlane::intersect(const Vec3f &origin, const Vec3f &direction, float &t) const {
if (!InfinitePlane::intersect(origin, direction, t)) {
return false;
}
Vec3f local = transform.mul((origin + direction * t) - position);
return local.x >= 0 && local.x <= 1 && local.z >= 0 && local.z <= 1;
}
The transform member is the inverse of the transformation matrix.
Could I suggest another approach? Consider the frame with origin
position and basis vectors
u = { u.x, u.y, u.z }
v = { v.x, v.y, v.z }
direction = { direction.x, direction.y, direction.z}
Step 1: Form the matrix
M = {
{u.x, v.x, direction.x},
{u.y, v.y, direction.y},
{u.z, v.z, direction.z}
}
Step 2: Calculate the vector w, which is a solution to the 3 x 3 system of liner equations
M * w = origin - position, i.e.
w = inverse(M) * (origin - position);
Make sure that direction is not coplanar with u, v, otherwise there is no intersection and inverse(M) does not exist.
Step 3: if 0.0 <= w.x && w.x <= 1.0 && 0.0 <= w.y && w.y <= 1.0 then the line intersects the parallelogram spanned by the vectors u, v and the point of intersection is
w0 = { w.x, w.y , 0 };
intersection = position + M * w0;
else, the line does not intersect the parallelogram spanned by the vectors u, v
The idea of this algorithm is to consider the (non-orthonormal) frame position, u, v, direction. Then the matrix M changes everything in the coordinates of this new frame. In this frame, the line is vertical, parallel to the "z-"axis, the point origin has coordinates w, and the vertical line through w intersects the plane at w0.
Edit 1: Here is a templet formula for the inverse of a 3x3 matrix:
If original matrix M is
a b c
d e f
g h i
inverse is
(1 / det(M)) * {
{e*i - f*h, c*h - b*i, b*f - c*e},
{f*g - d*i, a*i - c*g, c*d - a*f},
{d*h - e*g, b*g - a*h, a*e - b*d},
}
where
det(M) = a*(e*i - f*h) + b*(f*g - d*i) + c*(d*h - e*h)
is the determinant of M.
So the inversion algorithm can be as follows:
Given
M = {
{a, b, c},
{d, e, f},
{g, h, i},
}
Calculate
inv_M = {
{e*i - f*h, c*h - b*i, b*f - c*e},
{f*g - d*i, a*i - c*g, c*d - a*f},
{d*h - e*g, b*g - a*h, a*e - b*d},
};
Calculate
det_M = a*inv_M[1][1] + b*inv_M[2][1] + c*inv_M[3][1];
Return inverse matrix of M
inv_M = (1/det_M) * inv_M;
Edit 2: Let's try another approach in order to speed things up.
Step 1: For each plane, determined by the point position and the two vectors u and v, precompute the following quatntities:
normal = cross(u, v);
u_dot_u = dot(u, u);
u_dot_v = dot(u, v);
v_dot_v = dot(v, v); // all these need to be computed only once for the u and v vectors
det = u_dot_u * v_dot_v - u_dot_v * u_dot_v; // again only once per u and v
Step 2: Now, for a given line with point origin and direction direction, as before, calculate the intersection point int_point with the plane spanned by u and v:
t = dot(normal, position - origin) / dot(normal, direction);
int_point = origin + t * direction;
rhs = int_point - position;
Step 3: Calcualte
u_dot_rhs = dot(u, rhs);
v_dot_rhs = dot(v, rhs);
w1 = (v_dot_v * u_dot_rhs - u_dot_v * v_dot_rhs) / det;
w2 = (- u_dot_v * u_dot_rhs + u_dot_u * v_dot_rhs) / det;
Step 4:
if (0 < = w1 && w1 <= 1 && 0 < = w2 && w2 <= 1 ){
int_point is in the parallelogram;
}
else{
int_point is not in the parallelogram;
}
So what I am doing here is basically finding the intersection point of the line origin, direction with the plane given by position, u, v and restricting myself to the plane, which allows me to work in 2D rather than 3D. I am representing
int_point = position + w1 * u + w2 * v;
rhs = int_point - position = w1 * u + w2 * v
and finding w1 and w2 by dot-multiplying of this vector expression with the basis vectors u and v, which results in a 2x2 linear system, which I am solving directly.

Intersection between line and triangle in 3D

I have a line and a triangle somewhere in 3D space. In other words, I have 3 points ([x,y,z] each) for the triangle, and two points (also [x,y,z]) for the line.
I need to figure out a way, hopefully using C++, to figure out if the line ever crosses the triangle. A line parallel to the triangle, and with more than one point in common, should be counted as "does not intersect".
I already made some code, but it doesn't work, and I always get false even when a visual representation clearly shows an intersection.
ofVec3f P1, P2;
P1 = ray.s;
P2 = ray.s + ray.t;
ofVec3f p1, p2, p3;
p1 = face.getVertex(0);
p2 = face.getVertex(1);
p3 = face.getVertex(2);
ofVec3f v1 = p1 - p2;
ofVec3f v2 = p3 - p2;
float a, b, c, d;
a = v1.y * v2.z - v1.z * v2.y;
b = -(v1.x * v2.z - v1.z * v2.x);
c = v1.x * v2.y - v1.y * v2.x;
d = -(a * p1.x + b * p1.y + c * p1.z);
ofVec3f O = P1;
ofVec3f V = P2 - P1;
float t;
t = -(a * O.x + b * O.y + c * O.z + d) / (a * V.x + b * V.y + c * V.z);
ofVec3f p = O + V * t;
float xmin = std::min(P1.x, P2.x);
float ymin = std::min(P1.y, P2.y);
float zmin = std::min(P1.z, P2.z);
float xmax = std::max(P1.x, P2.x);
float ymax = std::max(P1.y, P2.y);
float zmax = std::max(P1.z, P2.z);
if (inside(p, xmin, xmax, ymin, ymax, zmin, zmax)) {
*result = p.length();
return true;
}
return false;
And here is the definition of inside()
bool primitive3d::inside(ofVec3f p, float xmin, float xmax, float ymin, float ymax, float zmin, float zmax) const {
if (p.x >= xmin && p.x <= xmax && p.y >= ymin && p.y <= ymax && p.z >= zmin && p.z <= zmax)
return true;
return false;
}
1) If you just want to know whether the line intersects the triangle (without needing the actual intersection point):
Let p1,p2,p3 denote your triangle
Pick two points q1,q2 on the line very far away in both directions.
Let SignedVolume(a,b,c,d) denote the signed volume of the tetrahedron a,b,c,d.
If SignedVolume(q1,p1,p2,p3) and SignedVolume(q2,p1,p2,p3) have different signs AND
SignedVolume(q1,q2,p1,p2), SignedVolume(q1,q2,p2,p3) and SignedVolume(q1,q2,p3,p1) have the same sign, then there is an intersection.
SignedVolume(a,b,c,d) = (1.0/6.0)*dot(cross(b-a,c-a),d-a)
2) Now if you want the intersection, when the test in 1) passes
write the equation of the line in parametric form: p(t) = q1 + t*(q2-q1)
Write the equation of the plane: dot(p-p1,N) = 0 where
N = cross(p2-p1, p3-p1)
Inject p(t) into the equation of the plane: dot(q1 + t*(q2-q1) - p1, N) = 0
Expand: dot(q1-p1,N) + t dot(q2-q1,N) = 0
Deduce t = -dot(q1-p1,N)/dot(q2-q1,N)
The intersection point is q1 + t*(q2-q1)
3) A more efficient algorithm
We now study the algorithm in:
Möller and Trumbore, "Fast, Minimum Storage Ray-Triangle Intersection", Journal of Graphics Tools, vol. 2,‎ 1997, p. 21–28
(see also: https://en.wikipedia.org/wiki/M%C3%B6ller%E2%80%93Trumbore_intersection_algorithm)
The algorithm is in the end simpler (less instructions than what we did in 1) and 2)), but sightly more complicated to understand. Let us derive it step by step.
Notation:
O = origin of the ray,
D = direction vector of the ray,
A,B,C = vertices of the triangle
An arbitrary point P on the ray can be written as P = O + tD
An arbitrary point P on the triangle can be written as P = A + uE1 + vE2 where E1 = B-A and E2 = C-A, u>=0, v>=0 and (u+v)<=1
Writing both expressions of P gives:
O + tD = A + uE1 + vE2
or:
uE1 + vE2 -tD = O-A
in matrix form:
[u]
[E1|E2|-D] [v] = O-A
[t]
(where [E1|E2|-D] is the 3x3 matrix with E1,E2,-D as its columns)
Using Cramer's formula for the solution of:
[a11 a12 a13][x1] [b1]
[a12 a22 a23][x2] = [b2]
[a31 a32 a33][x3] [b3]
gives:
|b1 a12 a13| |a11 a12 a13|
x1 = |b2 a22 a23| / |a21 a22 a23|
|b3 a32 a33| |a31 a32 a33|
|a11 b1 a13| |a11 a12 a13|
x2 = |a21 b2 a23| / |a21 a22 a23|
|a31 b3 a33| |a31 a32 a33|
|a11 a12 b1| |a11 a12 a13|
x3 = |a21 a22 b2| / |a21 a22 a23|
|a31 a32 b3| |a31 a32 a33|
Now we get:
u = (O-A,E2,-D) / (E1,E2,-D)
v = (E1,O-A,-D) / (E1,E2,-D)
t = (E1,E2,O-A) / (E1,E2,-D)
where (A,B,C) denotes the determinant of the 3x3 matrix with A,B,C as its column vectors.
Now we use the following identities:
(A,B,C) = dot(A,cross(B,C)) (develop the determinant w.r.t. first column)
(B,A,C) = -(A,B,C) (swapping two vectors changes the sign)
(B,C,A) = (A,B,C) (circular permutation does not change the sign)
Now we get:
u = -(E2,O-A,D) / (D,E1,E2)
v = (E1,O-A,D) / (D,E1,E2)
t = -(O-A,E1,E2) / (D,E1,E2)
Using:
N=cross(E1,E2);
AO = O-A;
DAO = cross(D,AO)
We obtain finally the following code (here in GLSL, easy to translate to other languages):
bool intersect_triangle(
in Ray R, in vec3 A, in vec3 B, in vec3 C, out float t,
out float u, out float v, out vec3 N
) {
vec3 E1 = B-A;
vec3 E2 = C-A;
N = cross(E1,E2);
float det = -dot(R.Dir, N);
float invdet = 1.0/det;
vec3 AO = R.Origin - A;
vec3 DAO = cross(AO, R.Dir);
u = dot(E2,DAO) * invdet;
v = -dot(E1,DAO) * invdet;
t = dot(AO,N) * invdet;
return (det >= 1e-6 && t >= 0.0 && u >= 0.0 && v >= 0.0 && (u+v) <= 1.0);
}
When the function returns true, the intersection point is given by R.Origin + t * R.Dir. The barycentric coordinates of the intersection in the triangle are u, v, 1-u-v (useful for Gouraud shading or texture mapping). The nice thing is that you get them for free !
Note that the code is branchless.
It is used by some of my shaders on ShaderToy
https://www.shadertoy.com/view/tl3XRN
https://www.shadertoy.com/view/3ltSzM
#BrunoLevi: your algorithm does not seem to work, see the following python implementation:
def intersect_line_triangle(q1,q2,p1,p2,p3):
def signed_tetra_volume(a,b,c,d):
return np.sign(np.dot(np.cross(b-a,c-a),d-a)/6.0)
s1 = signed_tetra_volume(q1,p1,p2,p3)
s2 = signed_tetra_volume(q2,p1,p2,p3)
if s1 != s2:
s3 = signed_tetra_volume(q1,q2,p1,p2)
s4 = signed_tetra_volume(q1,q2,p2,p3)
s5 = signed_tetra_volume(q1,q2,p3,p1)
if s3 == s4 and s4 == s5:
n = np.cross(p2-p1,p3-p1)
t = -np.dot(q1,n-p1) / np.dot(q1,q2-q1)
return q1 + t * (q2-q1)
return None
My test code is:
q0 = np.array([0.0,0.0,1.0])
q1 = np.array([0.0,0.0,-1.0])
p0 = np.array([-1.0,-1.0,0.0])
p1 = np.array([1.0,-1.0,0.0])
p2 = np.array([0.0,1.0,0.0])
print(intersect_line_triangle(q0,q1,p0,p1,p2))
gives:
[ 0. 0. -3.]
instead of the expected
[ 0. 0. 0.]
looking at the line
t = np.dot(q1,n-p1) / np.dot(q1,q2-q1)
Subtracting p1 from the normal doesn't make sense to me, you want to project from q1 onto the plane of the triangle, so you need to project along the normal, with a distance that is proportional to the ratio of the distance from q1 to the plane and q1-q2 along the normal, right?
The following code fixes this:
n = np.cross(p2-p1,p3-p1)
t = np.dot(p1-q1,n) / np.dot(q2-q1,n)
return q1 + t * (q2-q1)
To find the intersection between a line and a triangle in 3D, follow this approach:
Compute the plane supporting the triangle,
Intersect the line with the plane supporting the triangle:
If there is no intersection, then there is no intersection with the triangle.
If there is an intersection, verify that the intersection point indeed lies in the triangle:
Each edge of the triangle together with the normal of the plane supporting the triangle determines a half-space bounding the inside of the triangle (the corresponding bounding plane can be derived from the normal and the edge vertices),
Verify that the intersection point lies on the inside of all the edge half-spaces.
Here is some sample code with detailed computations that should work:
// Compute the plane supporting the triangle (p1, p2, p3)
// normal: n
// offset: d
//
// A point P lies on the supporting plane iff n.dot(P) + d = 0
//
ofVec3f v21 = p2 - p1;
ofVec3f v31 = p3 - p1;
ofVec3f n = v21.getCrossed(v31);
float d = -n.dot(p1);
// A point P belongs to the line from P1 to P2 iff
// P = P1 + t * (P2 - P1)
//
// Find the intersection point P(t) between the line and
// the plane supporting the triangle:
// n.dot(P) + d = 0
// = n.dot(P1 + t (P2 - P1)) + d
// = n.dot(P1) + t n.dot(P2 - P1) + d
//
// t = -(n.dot(P1) + d) / n.dot(P2 - P1)
//
ofVec3f P21 = P2 - P1;
float nDotP21 = n.dot(P21);
// Ignore line parallel to (or lying in) the plane
if (fabs(nDotP21) < Epsilon)
return false;
float t = -(n.dot(P1) + d) / nDotP21;
ofVec3f P = P1 + t * P21;
// Plane bounding the inside half-space of edge (p1, p2):
// normal: n21 = n x (p2 - p1)
// offset: d21 = -n21.dot(p1)
//
// A point P is in the inside half-space iff n21.dot(P) + d21 > 0
//
// Edge (p1, p2)
ofVec3f n21 = n.cross(v21);
float d21 = -n21.dot(p1);
if (n21.dot(P) + d21 <= 0)
return false;
// Edge (p2, p3)
ofVec3f v32 = p3 - p2;
ofVec3f n32 = n.cross(v32);
float d32 = -n32.dot(p2);
if (n32.dot(P) + d32 <= 0)
return false;
// Edge (p3, p1)
ofVec3f n13 = n.cross(-v31);
float d13 = -n13.dot(p3);
if (n13.dot(P) + d13 <= 0)
return false;
return true;
Some comments on the code posted with the question:
Predefined operations of ofVec3f (.dot() and .cross() for geometric products, etc...) should be preferred when available (more readable, avoids implementation mistakes, etc...),
The code initially follows the approach above but then only checks that the intersection point is in the 3D axis-aligned bounding box of the line segment [P1, P2]. This combined with possible other errorscould explain why the results are incorrect.
One can verify that the intersection point is in the 3D axis-aligned bounding box of the (whole) triangle. While this is not enough to guarantee intersection, it can however be used to cull points clearly not intersecting and avoid further complex computations.
I have a different way to do it which I found in my renderer to be far faster than the first way given by BrunoLevy. (I haven't implemented the second way)
Points A, B, C are vertexes of the triangle
O is the origin of the ray
D is the direction of the ray (doesn't need to be normalised, just closer to the origin than the triangle)
Check if the direction (D+O) is inside the tetrahedron A, B, C, O
bool SameSide(vec3 A, vec3 B, vec3 C, vec3 D, vec3 p)
{
vec3 normal = cross(B - A, C - A);
float dotD = dot(normal, D - A);
float dotP = dot(normal, p - A);
return signbit(dotD) == signbit(dotP);
}
bool LineIntersectTri(vec3 A, vec3 B, vec3 C, vec3 O, vec3 D)
{
return SameSide(A, B, C, O, O+D) &&
SameSide(B, C, O, A, O+D) &&
SameSide(C, O, A, B, O+D) &&
SameSide(O, A, B, C, O+D);
}
If D varies, and everything else stays the same (for example in a raycasting renderer) then normal and dotP don't need to be recalculated; This is why I found it so much faster
The code came from this answer https://stackoverflow.com/a/25180294/18244401

Is it possible generate normal map from heightmap texture from math point of view?

My view is that you can not generate normal map only from height map texture?
Am I right or not?
Math Arguments:
Assume that surface is given a continuous bijection from
S = [0,1]
T = [0,1]
Let's call SxT as image space.
It can be proved from differentional geometry that normal to that parametric surface is
If assume that mapping from SxT image space to geometric euclidian space is very simple then we can retrive:
Then you can calculate such partial derivatives with some difference scheme.
We came to that simple formula, only with bold suggestion and this suggestion is absolutely not true.
Sample of the problem from graphics.
Let assume we have triangle in geometric eclidian space with 3 vertices.
Terms are:
normalmap --
it is normal for point with (u,v,1-u-v) barycentric coordinates fetched from (u,v) from suitable 2d texture, and it is in local coord. system relative to triangle.
heihtmap --
it is geometric offset for point with (u,v,1-u-v) barycentric coordinates in normal direction relative to triangle localspace fetched from (u,v) from suitable 2d texture.
During building normalmap we absolutely ignore how heightmap is distributed near (u,v,1-u-v) eculidian point. And we retrive only some approximation of normal map.
Ohh, looks like my comment was too brief.
It's easier to write a full answer with code to describe the method.
I'm going to use a pseudocode mix of C++ and GLSL.
constexpr int width = 32, height = 32;
constexpr float height_scale = 16.0f; // Change if necessary.
float hmap[W][H] = {...};
float normalmap[W][H];
vec3 GetPoint(ivec2 a)
{
a.x %= W;
a.y %= H;
return {a.x, a.y, hmap[a.x][a.y] * height_scale};
}
vec3 GetNormal(ivec2 a, bool loop_hmap)
{
vec3 o = GetPoint(a),
a = GetPoint({a.x + 1, a.y}),
b = GetPoint({a.x, a.y + 1}),
c = GetPoint({a.x - 1, a.y}),
d = GetPoint({a.x, a.y - 1});
vec3 n1 = normalize(cross(a-o, b-o));
vec3 n2 = normalize(cross(b-o, c-o));
vec3 n3 = normalize(cross(c-o, d-o));
vec3 n4 = normalize(cross(d-o, a-o));
if (loop_hmap)
return normalize(n1+n2+n3+n4);
else
{
vec3 sum = {0,0,0};
bool b1 = (a.x+1 >= 0 && a.y >= 0 && a.x+1 < W && a.y < H);
bool b2 = (a.x >= 0 && a.y+1 >= 0 && a.x < W && a.y+1 < H);
bool b3 = (a.x-1 >= 0 && a.y >= 0 && a.x-1 < W && a.y < H);
bool b4 = (a.x >= 0 && a.y-1 >= 0 && a.x < W && a.y-1 < H);
if (b1 && b2) sum += n1;
if (b2 && b3) sum += n2;
if (b3 && b4) sum += n3;
if (b4 && b1) sum += n4;
return normalize(sum);
}
}
int main()
{
for (int i = 0; i < H; i++)
for (int j = 0; j < W; j++)
normalmap[j][i] = GetNormal(j, i, 0);
}
loop_hmap argument of GetNormal() changes how the function computes normals for edge pixels. 1 should be used for tiled textures, like sand and water. 0 should be used for nontiled textures, like items, mobs, trees.
For me my own initial question is invalid and it has a bug!!!
I – original parametric surface with domain as cartesian product of [0,1] and range of it as euclidean space
II - normal to original surface
III - modified original surface with heightmap
IV - normal map which we want to receive with even ignoring geometric modification of the surface by “III”
Final step IV includes a lot of stuff to differentiate: H(s,t) and original definition of the function...I don't perform futher analytic of that equations...But as for me you can't generate normalmap only from (heightmap)...
P.S. To perform futher analytics if you want to do it retrive *.docx file from that place https://yadi.sk/d/Qqx-jO1Ugo3uL As I know it impossible to convert formulas in ms word to latex, but in any case please use it asa draft.

Ray Tracing - Geometric Sphere Intersection - Intersection function returns true for all rays despite no intersection

I am writing a ray tracing project with C++ and OpenGL and am running into some obstacles with my sphere intersection function: I've checked multiple sources and the math looks right, but for some reason for every single ray, the intersection method is returning true. Here is the code to the sphere intersection function as well as some other code for clarification:
bool intersect(Vertex & origin, Vertex & rayDirection, float intersection)
{
bool insideSphere = false;
Vertex oc = position - origin;
float tca = 0.0;
float thcSquared = 0.0;
if (oc.length() < radius)
insideSphere = true;
tca = oc.dot(rayDirection);
if (tca < 0 && !insideSphere)
return false;
thcSquared = pow(radius, 2) - pow(oc.length(), 2) + pow(tca, 2);
if (thcSquared < 0)
return false;
insideSphere ? intersection = tca + sqrt(thcSquared) : intersection = tca - sqrt(thcSquared);
return true;
}
Here is some context from the ray tracing function that calls the intersection function. FYI my camera is at (0, 0, 0) and that is what is in my "origin" variable in the ray tracing function:
#define WINDOW_WIDTH 640
#define WINDOW_HEIGHT 480
#define WINDOW_METERS_WIDTH 30
#define WINDOW_METERS_HEIGHT 20
#define FOCAL_LENGTH 25
rayDirection.z = FOCAL_LENGTH * -1;
for (int r = 0; r < WINDOW_HEIGHT; r++)
{
rayDirection.y = (WINDOW_METERS_HEIGHT / 2 * -1) + (r * ((float)WINDOW_METERS_HEIGHT / (float)WINDOW_HEIGHT));
for (int c = 0; c < WINDOW_WIDTH; c++)
{
intersection = false;
t = 0.0;
rayDirection.x = (WINDOW_METERS_WIDTH / 2 * -1) + (c * ((float)WINDOW_METERS_WIDTH / (float)WINDOW_WIDTH));
rayDirection = rayDirection - origin;
for (int i = 0; i < NUM_SPHERES; i++)
{
if (spheres[i].intersect(CAM_POS, rayDirection, t))
{
intersection = true;
}
}
Thanks for taking a look and let me know if there is any other code that may help!
It seems you got your math a bit mixed. The first part of the function, ie until the first return false, is ok and will return false if the ray start outside of the sphere and don't go toward it. However, I think you put the camera outside all your spheres in such a manner that all spheres are visible, that's why this part never return false.
thcSquared is really wrong and I don't know what it is supposed to represent.
Let's do the intersection mathematically. We have:
origin : the start of the ray, let's call this A
rayDirection : the direction of the infinite ray, let's call this d.
position : the center of the sphere, called P
radius : self-explanatory, called r
What you want is a point on both the sphere and the line, let's call it M:
M = A + t * d because it is on the line
|M - P| = r because it is on the sphere
The second equation can be changed to be |A + t * d - P|² = r², which gives (A - P)² + 2 * t * (A - P).dot(d) + t²d² = r². This is a simple quadratic equation. Once solved, you have 0, 1 or 2 solutions, select the closest to the ray origin (but which is positive).
edit: You are forced to use another approach that I will detail here:
Compute the distance between the center of the sphere and the line (calling it l). This is done by 'projecting' the center on the line. So:
tca = ( (P - A) dot d ) / |d|, or with your variable names, tca = (OC dot rd) / |rd|. The projection is H = A + tca * d, and l = |H - P|.
If l > R then return false, there is no intersection.
Let's call M one intersection point. The triangle MHP have a right angle, so MH² + HP² = MP², in other terms thc² + l² = r², so we now have thc, the distance from H to the sphere.
With all that, t = tca +- thc, simply take the lowest non-negative of the two.
The paper you linked explain this, but without saying that it assumes the norm of the ray direction to be 1. I don't see a normalization in your code, that may be why your code fails (not verified).
Side note: the name Vertex for a 3d vector is really badly chosen, something like Vector3 or vec3 would be way better.