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我希望使用Phong照明模式渲染包含一個箱子和點光源的場景。以下是我的計算相關的代碼片斷:使用Phong模型的點光源照明
R3Rgb Phong(R3Scene *scene, R3Ray *ray, R3Intersection *intersection)
{
R3Rgb radiance;
if(intersection->hit == 0)
{
radiance = scene->background;
return radiance;
}
...
// obtain ambient term
... // this is zero for my test
// obtain emissive term
... // this is also zero for my test
// for each light in the scene, obtain calculate the diffuse and specular terms
R3Rgb intensity_diffuse(0,0,0,1);
R3Rgb intensity_specular(0,0,0,1);
for(unsigned int i = 0; i < scene->lights.size(); i++)
{
R3Light *light = scene->Light(i);
R3Rgb light_color = LightIntensity(scene->Light(i), intersection->position);
R3Vector light_vector = -LightDirection(scene->Light(i), intersection->position);
// check if the light is "behind" the surface normal
if(normal.Dot(light_vector)<=0)
continue;
// calculate diffuse reflection
if(!Kd.IsBlack())
intensity_diffuse += Kd*normal.Dot(light_vector)*light_color;
if(Ks.IsBlack())
continue;
// calculate specular reflection
... // this I believe to be irrelevant for the particular test I'm doing
}
radiance = intensity_diffuse;
return radiance;
}
R3Rgb LightIntensity(R3Light *light, R3Point position)
{
R3Rgb light_intensity;
double distance;
double denominator;
if(light->type != R3_DIRECTIONAL_LIGHT)
{
distance = (position-light->position).Length();
denominator = light->constant_attenuation +
(light->linear_attenuation*distance) +
(light->quadratic_attenuation*distance*distance);
}
switch(light->type)
{
...
case R3_POINT_LIGHT:
light_intensity = light->color/denominator;
break;
...
}
return light_intensity;
}
R3Vector LightDirection(R3Light *light, R3Point position)
{
R3Vector light_direction;
switch(light->type)
{
...
case R3_POINT_LIGHT:
light_direction = position - light->position;
break;
...
}
light_direction.Normalize();
return light_direction;
}
相信誤差必須在某處或者LightDirection(...)
或LightIntensity(...)
功能,因爲當我運行使用定向光源,我獲得所需的渲染圖像我的代碼(因此這導致我相信Phong照明方程是正確的)。此外,在Phong(...)中,當我計算intensity_diffuse
並在調試時,我將light_color
除以10,我得到的結果圖像看起來更像我所需要的。我是否正確計算了light_color
?
謝謝。
什麼是錯誤? – 2010-04-02 00:57:32
生成的渲染圖像比預期的要輕。因此,通過「錯誤」我的意思是,也許我在計算給定點位置的光強度時犯了錯誤 – Myx 2010-04-02 00:59:29
我剛剛通過添加'light_intensity = light_intensity /(1. + distance + distance * distance)'來測試實現;'' light_intensity = light-> color/denominator;'LightIntensity(...)'中,它似乎給了我想要的。這是正常的嗎?編輯:這並不能給我我想要的東西,但似乎需要進行某種劃分.... – Myx 2010-04-02 01:12:06