Issue
I'm trying to implement the Perlin Noise algorithm in 2D with a single octave with a size of 16x16. I'm using this as heightmap data for a terrain, however it only seems to work in one axis. Whenever the sample point moves to a new Y section in the Perlin Noise grid, the gradient is very different from what I expect (for example, it often flips from 0.98 to -0.97, which is a very sudden change).
This image shows the staggered terrain in the z direction (which is the y axis in the 2D Perlin Noise grid)
Code
I've put the code that calculates which sample point to use at the end since it's quite long and I believe it's not where the issue is, but essentially I scale down the terrain to match the Perlin Noise grid (16x16) and then sample through all the points.
Gradient At Point
So the code that calculates out the gradient at a sample point is the following:
// Find the gradient at a certain sample point
float PerlinNoise::gradientAt(Vector2 point)
{
// Decimal part of float
float relativeX = point.x - (int)point.x;
float relativeY = point.y - (int)point.y;
Vector2 relativePoint = Vector2(relativeX, relativeY);
vector<float> weights(4);
// Find the weights of the 4 surrounding points
weights = surroundingWeights(point);
float fadeX = fadeFunction(relativePoint.x);
float fadeY = fadeFunction(relativePoint.y);
float lerpA = MathUtils::lerp(weights[0], weights[1], fadeX);
float lerpB = MathUtils::lerp(weights[2], weights[3], fadeX);
float lerpC = MathUtils::lerp(lerpA, lerpB, fadeY);
return lerpC;
}
Surrounding Weights of Point
I believe the issue is somewhere here, in the function that calculates the weights for the 4 surrounding points of a sample point, but I can't seem to figure out what is wrong since all the values seem sensible in the function when stepping through it.
// Find the surrounding weight of a point
vector<float> PerlinNoise::surroundingWeights(Vector2 point){
// Produces correct values
vector<Vector2> surroundingPoints = surroundingPointsOf(point);
vector<float> weights;
for (unsigned i = 0; i < surroundingPoints.size(); ++i) {
// The corner to the sample point
Vector2 cornerToPoint = surroundingPoints[i].toVector(point);
// Getting the seeded vector from the grid
float x = surroundingPoints[i].x;
float y = surroundingPoints[i].y;
Vector2 seededVector = baseGrid[x][y];
// Dot product between the seededVector and corner to the sample point vector
float dotProduct = cornerToPoint.dot(seededVector);
weights.push_back(dotProduct);
}
return weights;
}
OpenGL Setup and Sample Point
Setting up the heightmap and getting the sample point. Variables 'wrongA' and 'wrongA' is an example of when the gradient flips and changes suddenly.
void HeightMap::GenerateRandomTerrain() {
int perlinGridSize = 16;
PerlinNoise perlin_noise = PerlinNoise(perlinGridSize, perlinGridSize);
numVertices = RAW_WIDTH * RAW_HEIGHT;
numIndices = (RAW_WIDTH - 1) * (RAW_HEIGHT - 1) * 6;
vertices = new Vector3[numVertices];
textureCoords = new Vector2[numVertices];
indices = new GLuint[numIndices];
float perlinScale = RAW_HEIGHT/ (float) (perlinGridSize -1);
float height = 50;
float wrongA = perlin_noise.gradientAt(Vector2(0, 68.0f / perlinScale));
float wrongB = perlin_noise.gradientAt(Vector2(0, 69.0f / perlinScale));
for (int x = 0; x < RAW_WIDTH; ++x) {
for (int z = 0; z < RAW_HEIGHT; ++z) {
int offset = (x* RAW_WIDTH) + z;
float xVal = (float)x / perlinScale;
float yVal = (float)z / perlinScale;
float noise = perlin_noise.gradientAt(Vector2( xVal , yVal));
vertices[offset] = Vector3(x * HEIGHTMAP_X, noise * height, z * HEIGHTMAP_Z);
textureCoords[offset] = Vector2(x * HEIGHTMAP_TEX_X, z * HEIGHTMAP_TEX_Z);
}
}
numIndices = 0;
for (int x = 0; x < RAW_WIDTH - 1; ++x) {
for (int z = 0; z < RAW_HEIGHT - 1; ++z) {
int a = (x * (RAW_WIDTH)) + z;
int b = ((x + 1)* (RAW_WIDTH)) + z;
int c = ((x + 1)* (RAW_WIDTH)) + (z + 1);
int d = (x * (RAW_WIDTH)) + (z + 1);
indices[numIndices++] = c;
indices[numIndices++] = b;
indices[numIndices++] = a;
indices[numIndices++] = a;
indices[numIndices++] = d;
indices[numIndices++] = c;
}
}
BufferData();
}
Turned out the issue was in the interpolation stage:
float lerpA = MathUtils::lerp(weights[0], weights[1], fadeX);
float lerpB = MathUtils::lerp(weights[2], weights[3], fadeX);
float lerpC = MathUtils::lerp(lerpA, lerpB, fadeY);
I had the interpolation in the y axis the wrong way around, so it should have been:
lerp(lerpB, lerpA, fadeY)
Instead of:
lerp(lerpA, lerpB, fadeY)
I am building a raytracer and my texture mapping isn't quite right. Its very close though. I build a cup in blender and did a UV unwrap to display a texture. I exported the object and loaded it into my raytracer with the same texture. Here are two pictures:
As you can see the textures look very close, but something is off. If you look at the bottom of the cup on the sides you can see they aren't the same, but the textures are all aligned correctly so it does look somewhat right. The way the textures are calculated is by using barycentric coordinates.
Vect n = getTriangleNormal();
Vect ba = B.add(A.negative()).negative();
Vect ca = C.add(A.negative()).negative();
Vect ap = A.add(point.negative()).negative();
Vect bp = B.add(point.negative()).negative();
Vect cp = C.add(point.negative()).negative();
double areaABC = n.dotProduct(ba.crossProduct(ca));
double areaPBC = n.dotProduct(bp.crossProduct(cp));
double areaPCA = n.dotProduct(cp.crossProduct(ap));
if(areaABC < 0){areaABC = -areaABC;}
if(areaPBC < 0){areaPBC = -areaPBC;}
if(areaPCA < 0){areaPCA = -areaPCA;}
double u = areaPBC / areaABC ; // alpha
double v = areaPCA / areaABC ; // beta
double w = 1.0f - u - v ; // gamma
Then to find the color I take the new point and map it onto the image
Vect uv = (textA.mult(u)).add(textB.mult(v)).add(textC.mult(w));
int width = texture ->columns();
int height = texture ->rows();
double x = width * (uv.getX()) ; x = (int) x;
double y = height * (1-uv.getY()) ; y = (int) y;
//vector<unsigned int> c = texture -> getPixel(x,y);
//return Color(c[0]/255.0,c[1]/255.0,c[2]/255.0,0);
int row = y;
int column = x;
Magick::PixelPacket *pixels = texture->getPixels(0, 0, width, height);
Magick::Color color = pixels[width * row + column];
double range = pow(2, texture -> modulusDepth());
double r = color.redQuantum()/range ;
double g = color.greenQuantum()/range ;
double b = color.blueQuantum()/range ;
return Color(r, g, b, 0);
I've been trying to implement the Moller-Trumbore ray-triangle intersection algorithm in my raytracing code. The code is supposed to read in a mesh and light sources, fire off rays from the light source, and return the triangle from the mesh which each ray intersects. Here is my implementation of the algorithm:
//Moller-Trumbore intersection algorithm
void getFaceIntersect(modelStruct m, ray r, hitFaceStruct& hitFaces)
{
// Constant thoughout loop
point origin = r.p0;
point direction = r.u;
hitFaces.isHit = false;
for (int i = 0; i < m.faces; i++)
{
// Get face vertices
point v1 = m.vertList[m.faceList[i].v1];
point v2 = m.vertList[m.faceList[i].v2];
point v3 = m.vertList[m.faceList[i].v3];
// Get two edgess
point edge1 = v2 - v1;
point edge2 = v3 - v1;
// Get p
point p = direction.cross(direction, edge2);
// Use p to find determinant
double det = p.dot(edge1, p);
// If the determinant is about 0, the ray lies in the plane of the triangle
if (abs(det) < 0.00000000001)
{
continue;
}
double inverseDet = 1 / det;
point v1ToOrigin = (origin - v1);
double u = v1ToOrigin.dot(v1ToOrigin, p) * inverseDet;
// If u is not between 0 and 1, no hit
if (u < 0 || u > 1)
{
continue;
}
// Used for calculating v
point q = v1ToOrigin.cross(v1ToOrigin, edge1);
double v = direction.dot(direction, q) * inverseDet;
if (v < 0 || (u + v) > 1)
{
continue;
}
double t = q.dot(edge2, q) * inverseDet;
// gets closest face
if (t < abs(hitFaces.s)) {
hitFaceStruct goodStruct = hitFaceStruct();
goodStruct.face = i;
goodStruct.hitPoint = p;
goodStruct.isHit = true;
goodStruct.s = t;
hitFaces = goodStruct;
break;
}
}
}
The relevant code for hitFaceStruct and modelStruct is as follows:
typedef struct _hitFaceStruct
{
int face; // the index of the sphere in question in the list of faces
float s; // the distance from the ray that hit it
bool isHit;
point hitPoint;
} hitFaceStruct;
typedef struct _modelStruct {
char *fileName;
float scale;
float rot_x, rot_y, rot_z;
float x, y, z;
float r_amb, g_amb, b_amb;
float r_dif, g_dif, b_dif;
float r_spec, g_spec, b_spec;
float k_amb, k_dif, k_spec, k_reflective, k_refractive;
float spec_exp, index_refraction;
int verts, faces, norms = 0; // Number of vertices, faces, normals, and spheres in the system
point *vertList, *normList; // Vertex and Normal Lists
faceStruct *faceList; // Face List
} modelStruct;
Whenever I shoot a ray, the values of u or v in the algorithm code always come out to a large negative number, rather than the expected small, positive one. The direction vector of the ray is normalized before I pass it on to the intersection code, and I'm positive I'm firing rays that would normally hit the mesh. Can anyone please help me spot my error here?
Thanks!
I've recently started experimenting with noise (simple perlin noise), and have run into a slight problem with animating it. So far come I've across an awesome looking 3d noise (https://github.com/ashima/webgl-noise) that I could use in my project but that I understood nothing of, and a bunch of tutorials that explain how to create simple 2d noise.
For the 2d noise, I originally used the following fragment shader:
uniform sampler2D al_tex;
varying vec4 varying_pos; //Actual coords
varying vec2 varying_texcoord; //Normalized coords
uniform float time;
float rand(vec2 co) { return fract(sin(dot(co, vec2(12.9898, 78.233))) * 43758.5453); }
float ease(float p) { return 3*p*p - 2*p*p*p; }
float cnoise(vec2 p, int wavelength)
{
int ix1 = (int(varying_pos.x) / wavelength) * wavelength;
int iy1 = (int(varying_pos.y) / wavelength) * wavelength;
int ix2 = (int(varying_pos.x) / wavelength) * wavelength + wavelength;
int iy2 = (int(varying_pos.y) / wavelength) * wavelength + wavelength;
float x1 = ix1 / 1280.0f;
float y1 = iy1 / 720.0f;
float x2 = ix2 / 1280.0f;
float y2 = iy2 / 720.0f;
float xOffset = (varying_pos.x - ix1) / wavelength;
float yOffset = (varying_pos.y - iy1) / wavelength;
xOffset = ease(xOffset);
yOffset = ease(yOffset);
float t1 = rand(vec2(x1, y1));
float t2 = rand(vec2(x2, y1));
float t3 = rand(vec2(x2, y2));
float t4 = rand(vec2(x1, y2));
float tt1 = mix(t1, t2, xOffset);
float tt2 = mix(t4, t3, xOffset);
return mix(tt1, tt2, yOffset);
}
void main()
{
float t = 0;
int minFreq = 0;
int noIterations = 8;
for (int i = 0; i < noIterations; i++)
t += cnoise(varying_texcoord, int(pow(2, i + minFreq))) / pow(2, noIterations - i);
gl_FragColor = vec4(vec3(t), 1);
}
The result that I got was this:
Now, I want to animate it with time. My first thought was to change the rand function to take a vec3 instead of vec2, and then change my cnoise function accordingly, to interpolate values in the z direction too. With that goal in mind, I made this:
sampler2D al_tex;
varying vec4 varying_pos;
varying vec2 varying_texcoord;
uniform float time;
float rand(vec3 co) { return fract(sin(dot(co, vec3(12.9898, 78.2332, 58.5065))) * 43758.5453); }
float ease(float p) { return 3*p*p - 2*p*p*p; }
float cnoise(vec3 pos, int wavelength)
{
ivec3 iPos1 = (ivec3(pos) / wavelength) * wavelength; //The first value that I'll sample to interpolate
ivec3 iPos2 = iPos1 + wavelength; //The second value
vec3 transPercent = (pos - iPos1) / wavelength; //Transition percent - A float in [0-1) indicating how much of each of the above values will contribute to final result
transPercent.x = ease(transPercent.x);
transPercent.y = ease(transPercent.y);
transPercent.z = ease(transPercent.z);
float t1 = rand(vec3(iPos1.x, iPos1.y, iPos1.z));
float t2 = rand(vec3(iPos2.x, iPos1.y, iPos1.z));
float t3 = rand(vec3(iPos2.x, iPos2.y, iPos1.z));
float t4 = rand(vec3(iPos1.x, iPos2.y, iPos1.z));
float t5 = rand(vec3(iPos1.x, iPos1.y, iPos2.z));
float t6 = rand(vec3(iPos2.x, iPos1.y, iPos2.z));
float t7 = rand(vec3(iPos2.x, iPos2.y, iPos2.z));
float t8 = rand(vec3(iPos1.x, iPos2.y, iPos2.z));
float tt1 = mix(t1, t2, transPercent.x);
float tt2 = mix(t4, t3, transPercent.x);
float tt3 = mix(t5, t6, transPercent.x);
float tt4 = mix(t8, t7, transPercent.x);
float tt5 = mix(tt1, tt2, transPercent.y);
float tt6 = mix(tt3, tt4, transPercent.y);
return mix(tt5, tt6, transPercent.z);
}
float fbm(vec3 p)
{
float t = 0;
int noIterations = 8;
for (int i = 0; i < noIterations; i++)
t += cnoise(p, int(pow(2, i))) / pow(2, noIterations - i);
return t;
}
void main()
{
vec3 p = vec3(varying_pos.xy, time);
float t = fbm(p);
gl_FragColor = vec4(vec3(t), 1);
}
However, on doing this, the animation feels... strange. It's as though I'm watching a slideshow of perlin noise slides, with the individual slides fading in. All other perlin noise examples that I have tried (like https://github.com/ashima/webgl-noise) are actually animated with time - you can actually see it being animated, and don't just feel like the images are fading in, and not being actually animated. I know that I could just use the webgl-noise shader, but I want to make one for myself, and for some reason, I'm failing miserably. Could anyone tell me where I am going wrong, or suggest me on how I can actually animate it properly with time?
You should proably include z in the sin function:
float rand(vec3 co) { return fract(sin(dot(co.xy ,vec2(12.9898,78.233)) + co.z) * 43758.5453); }
Apparently the somewhat random numbers are prime numbers. This is to avoid patterns in the noise. I found another prime number, 94418953, and included that in the sin/dot function. Try this:
float rand(vec3 co) { return fract(sin(dot(co.xyz ,vec3(12.9898,78.233, 9441.8953))) * 43758.5453); }
EDIT: You don't take into account wavelength on the z axis. This means that all your iterations will have the same interpolation distance. In other words, you will get the fade effect you're describing. Try calculating z the same way you calculate x and y:
int iz1 = (int(p.z) / wavelength) * wavelength;
int iz2 = (int(p.z) / wavelength) * wavelength + wavelength;
float z1 = iz1 / 720.0f;
float z2 = iz2 / 720.0f;
float zOffset = (varying_pos.z - iz1) / wavelength;
This means however that the z value will variate the same rate that y will. So if you want it to scale from 0 to 1 then you should proably multiply z with 720 before passing it into the noise function.
check this code. it's a simple version of 3d noise:
// Here are some easy to understand noise gens... the D line in cubic interpolation (rounding)
function rndng ( n: float ): float
{//random proportion -1, 1 ... many people use Sin to take
//linearity out of a pseudo random, exp n*n is faster on central processor.
var e = ( n *321.9234)%1;
return (e*e*111.07546)%2-1;
}
function lerps(o:float, v:float, alpha:float):float
{
o += ( v - o ) * alpha;
return o;
}
//3d ----------------
function lnz ( vtx: Vector3 ): float //3d perlin noise code fast
{
vtx= Vector3 ( Mathf.Abs(vtx.x) , Mathf.Abs(vtx.y) , Mathf.Abs(vtx.z) ) ;
var I = Vector3 (Mathf.Floor(vtx.x),Mathf.Floor(vtx.y),Mathf.Floor(vtx.z));
var D = Vector3(vtx.x%1,vtx.y%1,vtx.z%1);
D = Vector3(D.x*D.x*(3.0-2.0*D.x),D.y*D.y*(3.0-2.0*D.y),D.z*D.z*(3.0-2.0*D.z));
var W = I.x + I.y*71.0 + 125.0*I.z;
return lerps(
lerps( lerps(rndng(W+0.0),rndng(W+1.0),D.x) , lerps(rndng(W+71.0),rndng(W+72.0),D.x) , D.y)
,
lerps( lerps(rndng(W+125.0),rndng(W+126.0),D.x) , lerps(rndng(W+153.0),rndng(W+154.0),D.x) , D.y)
,
D.z
);
}
//1d ----------------
function lnzo ( vtx: Vector3 ): float //perlin noise, same as unityfunction version
{
var total = 0.0;
for (var i:int = 1; i < 5; i ++)
{
total+= lnz2(Vector3 (vtx.x*(i*i),0.0,vtx.z*(i*i)))/(i*i);
}
return total*5;
}
//2d 3 axis honeycombe noise ----------------
function lnzh ( vtx: Vector3 ): float // perlin noise, 2d, with 3 axes at 60'instead of 2 x y axes
{
vtx= Vector3 ( Mathf.Abs(vtx.z) , Mathf.Abs(vtx.z*.5-vtx.x*.866) , Mathf.Abs(vtx.z*.5+vtx.x*.866) ) ;
var I = Vector3 (Mathf.Floor(vtx.x),Mathf.Floor(vtx.y),Mathf.Floor(vtx.z));
var D = Vector3(vtx.x%1,vtx.y%1,vtx.z%1);
//D = Vector3(D.x*D.x*(3.0-2.0*D.x),D.y*D.y*(3.0-2.0*D.y),D.z*D.z*(3.0-2.0*D.z));
var W = I.x + I.y*71.0 + 125.0*I.z;
return lerps(
lerps( lerps(rndng(W+0.0),rndng(W+1.0),D.x) , lerps(rndng(W+71.0),rndng(W+72.0),D.x) , D.y)
,
lerps( lerps(rndng(W+125.0),rndng(W+126.0),D.x) , lerps(rndng(W+153.0),rndng(W+154.0),D.x) , D.y)
,
D.z
);
}
//2d ----------------
function lnz2 ( vtx: Vector3 ): float // i think this is 2d perlin noise
{
vtx= Vector3 ( Mathf.Abs(vtx.x) , Mathf.Abs(vtx.y) , Mathf.Abs(vtx.z) ) ;
var I = Vector3 (Mathf.Floor(vtx.x),Mathf.Floor(vtx.y),Mathf.Floor(vtx.z));
var D = Vector3(vtx.x%1,vtx.y%1,vtx.z%1);
D = Vector3(D.x*D.x*(3.0-2.0*D.x),D.y*D.y*(3.0-2.0*D.y),D.z*D.z*(3.0-2.0*D.z));
var W = I.x + I.y*71.0 + 125.0*I.z;
return lerps(
lerps( lerps(rndng(W+0.0),rndng(W+1.0),D.x) , lerps(rndng(W+71.0),rndng(W+72.0),D.x) , D.z)
,
lerps( rndng(W+125.0), rndng(W+126.0),D.x)
,
D.z
);
}
Now I'm working on a basic CG program about the BRDF. And after I got the image, it seems that, all the points face to the light is too bright, I don't know the reason. And here's my code, where I tried to invoke the lookup_brdf_val function.
Vec3f hitNormal = ray.hit->getNormal(ray);
if(hitNormal * ray.dir > 0)
hitNormal = -hitNormal;
result = Vec3f(0, 0, 0);
Ray lightRay;
lightRay.org = ray.org + ray.dir * ray.t;
Vec3f intensity;
for(unsigned int l = 0; l < scene->lights.size(); l++)
{
scene->lights[l]->illuminate(lightRay, intensity);
if(!scene->isOccluded(lightRay))
{
double theta1,theta2;
// Calculate the theta1 and theta2.
theta1 = acosf(-(ray.dir * hitNormal));
theta2 = acosf(lightRay.dir * hitNormal);
// Calculate the fi1 and fi2.
double fi1 = 0;
Vec3f O = ray.org + ray.dir * ray.t;
Vec3f A = O - ray.dir;
Vec3f C = (ray.dir * hitNormal) * hitNormal + A;
Vec3f B = lightRay.dir + O;
Vec3f D = ((-lightRay.dir) * hitNormal) * hitNormal + B;
Vec3f OC = C - O;
Vec3f OD = D - O;
double fi2 = acosf((OD * OC) / (length(OD) * length(OC)));
double x = 0;
double y = 0;
double z = 0;
double &r = x;
double &g = y;
double &b = z;
read->lookup_brdf_val(theta1, fi1, theta2, fi2, r, g, b);
result += Vec3f(r * scale.x * intensity.x, g * scale.y * intensity.y, b * scale.z * intensity.z);
I suggest start from a simpler BRDF to make sure that your main loop is not broken -- try something simple like lambert: max(0,dot(lightRay,hitNormal)) and be sure that those are normalized vectors. Divide by scene->lights.size() if it's simply too bright because you have too many lights.
If the image looks correct with a simple BRDF, now just try it with variations of your other components. You don't give the code for lookup_brdf_val() at all, so beyond that one can only speculate.
It's just like any other programming, though. Reduce the # of variables until you find the one that's awry.