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Ray Tracing in One Weekend Book Series.
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QUESTION
I am trying to follow the Ray Tracing in one Weekend tutorial and my normals do not look like i expect them to look.
...ANSWER
Answered 2021-Dec-24 at 16:17The expression
QUESTION
I was working on my ray tracer written in C++ following this series of books: Ray Tracing in One Weekend. I started working a little bit on my own trying to implement features that weren't described in the book, like a BVH tree builder using SAH, transforms, triangles and meshes.
NOTE: The BVH implementation is based on two main resources which are this article: Bounding Volume Hierarchies and C-Ray (A ray tracer written in C).
After I implemented all of that I noticed that there was some weirdness while trying to use some materials on meshes. For example, as the title says, the metal material looks completely black:
In the first image you can see how the metal material should look like and in the second one you can see how it looks like on meshes.
I spent a lot of time trying to figure out what the issue was but I couldn't find it and I couldn't find a way of tracking it.
If you want to take a look at the code for more clarity the ray tracer is on GitHub at https://github.com/ITHackerstein/RayTracer.
The branch on which I'm implementing meshes is meshes
.
To replicate my build environment I suggest you follow this build instructions:
$ git clone https://github.com/ITHackerstein/RayTracer
$ cd RayTracer
$ git checkout meshes
$ mkdir build
$ cd build
$ cmake ..
$ make
$ mkdir tests
At this point you're almost ready to go except you need the TOML scene file an the OBJ file I'm using which are these two:
- boh.toml (Scene file)
- teapot.obj (Teapot OBJ file)
Download them and place them in the build/tests
and after that make sure you are in the build
folder and run it using the following command:
$ ./RayTracer tests/boh.toml
After it finishes running you should have a tests/boh.ppm
file which is the resulting image file stored using PPM format. If you don't have a software that let's you open it there are multiple viewers online.
NOTE: My platform is Linux, I didn't test it on Windows or Mac OS.
EDIT
Does the mesh work with other materials?
So as you can in the first image and especially in the second one we have we have some darker rectangular spots, and also the lighting seems kinda messed up. In the third image you have an idea of how it works on a normal primitive.
...ANSWER
Answered 2021-Jun-28 at 10:42I finally figured it out thanks to the tips that @Wyck gave me.
The problem was in the normals, I noticed that the Metal::scatter
method received a normal that was almost zero. So that's why it was returning black.
After some logging, I found out that the Instance::intersects_ray
method was not normalizing the transformed normal vector, and that's what caused the issue. So, in the end, the solution was simpler than I thought it would be.
QUESTION
As far as I know, all the techniques mentioned in the title are rendering algorithms that seem quite similar. All ray based techniques seem to revolve about casting rays through each pixel of an image which are supposed to represent rays of real light. This allows to render very realistic images.
As a matter of fact I am making a simple program that renders such images myself based on Raytracing in one Weekend.
Now the thing is that I wanted to somehow name this program. I used the term “ray tracer” as this is the one used in the book.
I have heard a lot of different terms however and I would be interested to know what exactly is the difference between ray tracing, ray matching, ray casting, path tracing and potentially any other common ray-related algorithms. I was able to find some comparisons of these techniques online, but they all compared only two of these and some definitions overlapped, so I wanted to ask this question about all four techniques.
...ANSWER
Answered 2021-May-02 at 08:31My understanding of this is:
ray cast
is using raster image to hold the scene and usually stop on first hit (no reflections and ray splitting) and does not necessarily cast ray on per pixel basis (usually per row or column of screen). The 3D version of this is called Voxel space ray cast however the map is not voxel space instead 2 raster images
RGB,Height
are used.For more info see:
(back) ray trace
This usually follows physical properties of light so ray split in reflected and refracted and we stop usually after some number of hits. The scene is represented either with BR meshes or with Analytical equations or both.
for more info see:
the
back
means we cast the rays from camera to scene (on per pixel basis) instead of from light source to everywhere ... to speed up the process a lot at the cost of wrong lighting (but that can be remedied with additional methods on top of this)...
The other therms I am not so sure as I do not use those techniques (at least knowingly):
path tracing
is optimization technique to avoid recursive ray split in ray trace using Monte Carlo (stochastic) approach. So it really does not split the ray but chose randomly between the 2 options (similarly how photons behave in real world) and more rendered frames are then blended together.
ray marching
is optimization technique to speed up ray trace by using SDF (signed distance function) to determine safe advance along the ray so it does not hit anything. But it is confined only to analytical scene.
QUESTION
I'm currently following along with https://raytracing.github.io/books/RayTracingInOneWeekend.html but I'm implementing everything in Rust. Here's a excerpt from my vector implementation:
...ANSWER
Answered 2020-May-17 at 19:33It's because of rule of lifetime elision, the error message tell it:
note: the lifetime
'_
as defined on the impl at 30:20...
The line:
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