Home › Forums › GAMES在线课程(现代计算机图形学入门)讨论区 › 大佬请帮帮忙,作业七还在理解 shade(p, wo) 函数
Tagged: 1
- This topic has 22 replies, 9 voices, and was last updated 4 years, 6 months ago by DoubleQ.
-
AuthorPosts
-
-
问题主要就是 wo, x, ws, NN 如何理解?
– wo: 方向, 可以理解是眼睛 p 指向 👁 的位置?
– N : p 点的 normal?
– x : 光的位置
– ws : x – p ?
– NN : x处的光的 normal
– L\_dir = L\_i * eval(wo, ws, N) * dot(ws, N) * dot(ws, NN) / |x-p|^2 / pdf_light,看课程 slides 难道最后一项的dot(ws, NN)
不需要添加一个负号给 ws 么? 不应该是dot(-ws,NN)
么?shade(p, wo) // p 位置, Vector3f // wo 方向,Vector3f , sampleLight(inter, pdf_light) Get x, ws, NN from inter // 这样我们sample了光, x, NN 来自光源, Shoot a ray from p to x // 从 p 点产生一条 ray 照向光 If the ray is not blocked in the middle // 如果这条 ray 中间没有被挡住,那么就说这应该使用直接光照 L_dir = L_i * eval(wo, ws, N) * dot(ws, N) * dot(ws, NN) / |x-p|^2 / pdf_light // 上面这一部分是求直接光照 L_indir = 0.0 Test Russian Roulette with probability RussianRoulette wi = sample(wo, N) Trace a ray r(p, wi) If ray r hit a non-emitting object at q L_indir = shade(q, wi) * eval(wo, wi, N) * dot(wi, N) / pdf(wo, wi, N) / RussianRoulette Return L_dir + L_indir
This post has received 1 vote up and 1 vote down. -
实际计算过程中,确实是 dot(-ws,NN)
This post has received 1 vote up and 1 vote down.-
谢谢助教!昨晚搞了半天,一次渲染都要十几分钟,结果东改改西改改渲染几次图出来都是全黑的😂
原来是这里疏漏了,改了就好了,太粗心了😂This post has received 1 vote down.-
请问这位大佬orz,是所有的ws都需要取负吗?
This post has received 1 vote up.
-
-
-
顺便提一句,用castRay的参数ray获取它打到的物体之后记得判断一下Scene::intersect的返回值的happened是否是0,是0的话代表没打到任何物体直接返回Vector3f(0.0f)就行了
不然会报段错误,因为材质是null的话用Material::eval和Material::sample的时候会出错ps:楼主的理解是对的
This post has received 1 vote down.- This reply was modified 4 years, 7 months ago by 戴皓天.
-
感谢大佬, ღ( ´・ᴗ・` )比心
This post has received 1 vote down. -
大佬 想请问一下给的几个intersect函数具体应该使用哪个?想判断测试光线与内部是否有交点感觉不知道该使用哪个。。
This post has received 1 vote down.-
就 scene 里面的 intersect ray
This post has received 1 vote down.
-
-
你好,想问一下wo是不是就是ray的direction取反??
This post has received 1 vote down.-
对的
This post has received 1 vote down.-
再请问一下www,判断相交物体是否发光是不是用的intersection对象的emit参数为000?
This post has received 1 vote up.-
我用的办法比较笨,是直接对材质里的一个属性进行判断的,你说的这个我具体不记得了,不过应该也是可以的吧:)
This post has received 1 vote down.
-
-
-
-
想请问一下,采样出的x存在哪个参数里?对结构还是不太熟悉
This post has received 1 vote down.-
我以为是 sampleLight(inter, pdf_light) 然后x存在inter里面
This post has received 1 vote up.-
好的 感谢哈
This post has received 1 vote up.
-
-
-
请问一下depth变量是用来做什么的呀
This post has received 1 vote down.-
因为是递归算法,所以我们的光线可能弹射很多次,除了俄罗斯轮盘赌的方法来停止光线弹射外,我们也设置了最大的弹射此处,也就是depth。
This post has received 1 vote down.-
啊不,我一直没提示是因为希望他们自己意识到这件事,depth 不是用来判停的,而是用来辅助让光源不要全黑的。
This post has received 1 vote down.-
哦哦,确实是这样。是我理解错了。
This post has received 1 vote up.-
我和你理解一样,depth 是另一个递归终止条件。。。
主要是我没用到 Depth 也让光源发光了,用的方法比较朴素
This post has received 1 vote down.
-
-
-
-
-
哈哈哈哈哈~~~感恩各位大佬
至少我的直接光照写出来蛮对的,原来之前在计算中一直犯了一个该死的小错误(这该死的温柔,o(╯□╰)o)
This post has received 1 vote down. -
有个疑问,x是光的位置,那么光的位置为什么可以通过sampleLight函数得到?光的位置难道不是事先就固定好的吗
This post has received 1 vote up.
-
-
AuthorPosts
- You must be logged in to reply to this topic.