为啥网格物体后面没有阴影?
Posted
技术标签:
【中文标题】为啥网格物体后面没有阴影?【英文标题】:Why there is no shadows behind the mesh object?为什么网格物体后面没有阴影? 【发布时间】:2020-09-04 19:46:06 【问题描述】:我正在为多边形模型创建一个基于 OpenGL 的光线追踪器。基本结构是将结果从片段着色器渲染到四边形。为了加速应用程序,使用了 BVH 树。
问题是,测试阴影射线是否与某物相交的方法在不应该返回 true 的地方返回 true,这意味着根本没有阴影。立方体只有两侧是黑色的,它们不面向光源。
这是一个屏幕截图,您可以在其中看到一个平面上的立方体。还有一个光源。
以下是片段着色器的有用部分:trace
和 shadowIntersect
方法:
bool shadowIntersect(Ray ray1) // for testing if the shadowray intersects something
for (int i;i<nodes.length();i++)
for (int j=0;j<nodes[i].indices.length();j++)
if (mod(nodes[i].indices[j].x,1)==0 && mod(nodes[i].indices[j].y, 1)==0 && mod(nodes[i].indices[j].z, 1)==0)
vec3 TrianglePointA=getCoordinatefromIndices(nodes[i].indices[j].x).xyz;
vec3 TrianglePointB=getCoordinatefromIndices(nodes[i].indices[j].y).xyz;
vec3 TrianglePointC=getCoordinatefromIndices(nodes[i].indices[j].z).xyz;
Hit hit=rayTriangleIntersect(ray1, TrianglePointA, TrianglePointB, TrianglePointC);
if (hit.t>0)
return true;
return false;
vec3 trace(Ray ray)
const float epsilon = 0.0001f;
vec3 outRadiance = vec3(0, 0, 0);
vec3 gold_ka = vec3(0.24725f, 0.1995f, 0.0745f);
vec3 gold_kd = vec3 (40.75164f, 0.60648f, 0.22648f);
vec3 gold_ks = vec3 (0.628281f, 0.555802f, 0.366065f);
float goldshininess= 0.4f;
// Traversing the bounding volume hierachies tree
Hit hit=traverseBvhTree(ray);
if (hit.t<0) return lights[0].La;
outRadiance+= gold_ka * lights[0].La;
Ray shadowRay;
shadowRay.orig = normalize(hit.orig) + normalize(hit.normal) * epsilon;
shadowRay.dir = normalize(lights[0].direction);
float cosTheta = dot(normalize(hit.normal), normalize(lights[0].direction));
// if the shadow ray intersects nothing, we add the emission coefficient of the light.
if (cosTheta>0 && shadowIntersect(shadowRay)==false)
outRadiance +=lights[0].Le * gold_kd * cosTheta;
return outRadiance;
感谢任何帮助!
更新 1:
我根据codetiger的建议更新了代码,避免对shadowray的原点进行归一化,而是用另一种方式来计算shadowray的方向。
Ray shadowRay;
shadowRay.dir = normalize(lights[0].position - hit.orig);
shadowRay.orig = hit.orig + shadowRay.dir * epsilon
上面的变化给了我只有环境光的立方体。
我还测试了以下行:
if(shadowIntersect(shadowRay)==false)
return vec3(1,1,1);
return vec3(0,0,0);
这次整个对象都变黑了,所以问题也应该出在 shadowIntersect 方法上。
这是完整的片段着色器:
#version 460 core
layout(std140, binding=0) buffer primitives
vec4 primitiveCoordinates[];
;
struct FlatBvhNode
// base aligment aligned offset
vec4 min;// 16 byte 0
vec4 max;// 16 byte 16
int order;// 4 byte 32
int isLeaf;// 4 byte 36
int createdEmpty;// 4 byte 40
int leftOrRight;
vec4 indices[100];// 32 byte 48
;
layout(std430, binding=1) buffer TNodes
FlatBvhNode nodes[];
;
out vec4 FragColor;
in vec3 p;
uniform vec3 wEye;
struct Light
vec3 Le, La;
vec3 direction;
vec3 position;
;
uniform Light lights[];
struct Ray
vec3 orig, dir;
;
struct Hit
vec3 orig, dir, normal;
float t;
;
Hit rayTriangleIntersect(Ray ray, vec3 v0, vec3 v1, vec3 v2)
Hit hit;
hit.t=-1;
float t; float u; float v;
vec3 v0v1 = v1 - v0;
vec3 v0v2 = v2 - v0;
vec3 pvec = cross(ray.dir, v0v2);
float det = dot(v0v1, pvec);
if (abs(det) < 0.0001)
hit.t=-1;
return hit;// Culling is off
float invDet = 1 / det;
vec3 tvec = ray.orig - v0;
u = dot(tvec, pvec) * invDet;
if (u < 0 || u > 1)
hit.t=-1;
return hit;
vec3 qvec = cross(tvec, v0v1);
v = dot(ray.dir, qvec) * invDet;
if (v < 0 || u + v > 1)
hit.t=-1;
return hit;
hit.t = dot(v0v2, qvec) * invDet;
hit.normal=cross(v0v1, v0v2);
return hit;
vec4 getCoordinatefromIndices(float index)
return primitiveCoordinates[int(index)];
FlatBvhNode leftChild(FlatBvhNode node)
return nodes[2*node.order+1];
FlatBvhNode rightChild(FlatBvhNode node)
return nodes[2*node.order+2];
bool rayIntersectWithBox(vec4 boxMin, vec4 boxMax, Ray r)
vec3 invdir = 1.0 / r.dir.xyz;
vec3 f = (boxMax.xyz - r.orig.xyz) * invdir;
vec3 n = (boxMin.xyz - r.orig.xyz) * invdir;
vec3 tmax = f * sign(invdir);
vec3 tmin = n * sign(invdir);
return tmin.x < tmax.x && tmin.y < tmax.y && tmin.z < tmax.z;
Hit traverseBvhNode(Ray ray, FlatBvhNode node)
Hit besthit;
besthit.t=-1;
bool hit;
Hit hitreal;
int i=0;
while (i<=nodes.length())
if (nodes[i].isLeaf==1)
for (int j=0;j<nodes[i].indices.length();j++)
if (mod(nodes[i].indices[j].x, 1)==0 && mod(nodes[i].indices[j].y, 1)==0 && mod(nodes[i].indices[j].z, 1)==0)
vec3 TrianglePointA=getCoordinatefromIndices(nodes[i].indices[j].x).xyz;
vec3 TrianglePointB=getCoordinatefromIndices(nodes[i].indices[j].y).xyz;
vec3 TrianglePointC=getCoordinatefromIndices(nodes[i].indices[j].z).xyz;
hitreal=rayTriangleIntersect(ray, TrianglePointA, TrianglePointB, TrianglePointC);
if (hitreal.t==-1) continue;
if (hitreal.t>0 && (besthit.t>hitreal.t || besthit.t<0))
besthit=hitreal;
if(dot(ray.dir, besthit.normal)>0) besthit.normal = besthit.normal * (-1);
if (nodes[i].leftOrRight==0)
i=i+1;
continue;
else if (nodes[i].leftOrRight==1)
int id=int(ceil(i-2)/2);
FlatBvhNode parent=nodes[id];
while (parent.leftOrRight==1)
parent=nodes[int(ceil(parent.order-2)/2)];
if (parent.order==0)
return besthit;
i = parent.order+1;
continue;
hit = rayIntersectWithBox(nodes[i].min, nodes[i].max, ray);
if (hit)
if (nodes[i].isLeaf==0)
i=2*i+1;
continue;
else
if (nodes[i].order==0)
break;
if (nodes[i].leftOrRight==0)
i=i+1;
continue;
else if (nodes[i].leftOrRight==1)
FlatBvhNode parent=nodes[int(ceil(i-2)/2)];
while (parent.leftOrRight==1)
parent=nodes[int(ceil(parent.order-2)/2)];
if (parent.order==0)
if (parent.order==0)
return besthit;
i = parent.order+1;
continue;
return besthit;
Hit traverseBvhTree(Ray ray)
return traverseBvhNode(ray, nodes[0]);
bool shadowIntersect(Ray ray1) // for testing if the shadowray intersects something
for (int i;i<nodes.length();i++)
for (int j=0;j<nodes[i].indices.length();j++)
if (mod(nodes[i].indices[j].x, 1)==0 && mod(nodes[i].indices[j].y, 1)==0 && mod(nodes[i].indices[j].z, 1)==0)
vec3 TrianglePointA=getCoordinatefromIndices(nodes[i].indices[j].x).xyz;
vec3 TrianglePointB=getCoordinatefromIndices(nodes[i].indices[j].y).xyz;
vec3 TrianglePointC=getCoordinatefromIndices(nodes[i].indices[j].z).xyz;
if (rayTriangleIntersect(ray1, TrianglePointA, TrianglePointB, TrianglePointC).t>0)
return true;
return false;
vec3 trace(Ray ray)
const float epsilon = 0.0001f;
vec3 outRadiance = vec3(0, 0, 0);
vec3 gold_ka = vec3(0.44725f, 0.3995f, 0.2745f);
vec3 gold_kd = vec3 (40.75164f, 0.60648f, 0.22648f);
vec3 gold_ks = vec3 (0.628281f, 0.555802f, 0.366065f);
float goldshininess= 0.4f;
// Traversing the bounding volume hierachies tree
Hit hit=traverseBvhTree(ray);
if (hit.t<0) return lights[0].La;
outRadiance+= gold_ka * lights[0].La;
Ray shadowRay;
/*shadowRay.orig = hit.orig + normalize(hit.normal) * epsilon;
shadowRay.dir = normalize(lights[0].direction);*/
shadowRay.dir = normalize(lights[0].direction);
shadowRay.orig = hit.orig + shadowRay.dir * epsilon;
float cosTheta = dot(normalize(hit.normal), normalize(lights[0].direction));
// if the shadow ray intersects nothing, we add the emission coefficient of the light.
if (cosTheta>0 && shadowIntersect(shadowRay)==false)
outRadiance +=lights[0].Le * gold_kd * cosTheta;
vec3 halfway = normalize(-normalize(ray.dir) + normalize(lights[0].direction));
float cosDelta = dot(normalize(hit.normal), halfway);
if (cosDelta > 0) outRadiance += lights[0].Le * gold_ks * pow(cosDelta, goldshininess);
return outRadiance;
void main()
Ray ray;
ray.orig = wEye;
ray.dir = normalize(p - wEye);
FragColor = vec4(trace(ray), 1);
// FragColor = vec4(nodes[4].isLeaf, 1, 1, 1);
【问题讨论】:
【参考方案1】:问题是,我没有在光线相交算法中计算出相交的原点。
添加这一行解决了问题:
hit.orig=ray.orig+normalize(ray.dir)*hit.t;
【讨论】:
很高兴您发现了问题。完全错过了。【参考方案2】:我认为你的 shadowRay 配置是问题
Ray shadowRay;
shadowRay.dir = normalize(lights[0].position - hit.orig);
shadowRay.orig = hit.orig + shadowRay.dir * epsilon
假设阴影光线从交点和朝向光线的方向开始。
【讨论】:
现在,立方体仅在环境照明下可视化。我在问题的更新部分发布了结果。以上是关于为啥网格物体后面没有阴影?的主要内容,如果未能解决你的问题,请参考以下文章