Lecture16-RayTracingIntersections

Let a xd 2 yd 2 zd 2 1 b 2 xdxo xdxc ydyo ydyc zdzo

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Let A = xd 2 + yd 2 + zd 2 = 1 B = 2( xdxo - xdxc+ ydyo - ydyc+ zdzo - zdzc ) C = xo 2 - 2 xoxc+ xc 2 + yo 2 - 2 yoyc+ yc 2 + zo 2 - 2 zozc+ zc 2 - r2 Then solve using the quadratic equation: Ray-Sphere Intersections 2 4 2 C B B t - ± - =
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Ray-Sphere Intersections If the discriminant is negative, the ray misses the sphere The smaller positive root (if one exists) is the closer intersection point We can save some computation time by computing the smaller root first, then only computing the second root if necessary 2 4 2 0 C B B t - - - = 2 4 2 1 C B B t - + - =
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Algorithm for ray-sphere intersection: 1. Calculate B and C of the quadratic 2. Calculate the discriminant: D = B 2 – 4 C 3. If D < 0 return false (no intersection point) 4. Calculate smaller intersection parameter t 0 : 5. If t 0  0 then calculate larger t -value t 1 : 6. If t 1  0 return false (intersection point behind ray) 7. else set t = t 1 8. else set t = t 0 9. Return intersection point: p = r ( t ) = r o + r dt Ray-Sphere Intersections: Algorithm 2 0 D B t - - = 2 1 D B t + - =
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The normal n at an intersection point p on a sphere is: Ray-Sphere Intersections: Normal n p c r - - - = - = r z z r y y r x x r S c i c i c i c p n
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Ray-Sphere Intersections Computation time: § 17 adds/subtracts § 17 multiplies § 1 square root for each ray/sphere test Can we reduce the number of intersection calculations? § use a geometric approach
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Ray-Sphere Intersections - Geometric d Sc r o tca th c OC r d
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Ray-Sphere Intersections - Geometric d Sc r o tca th c OC r d
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Ray-Sphere Intersections - Geometric d Sc ro thc tc a OC r d
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Ray-Sphere Intersections - Geometric 3. If tca < 0 and ro lies outside the sphere, the ray does not intersect the sphere 4. Otherwise, compute thc, the distance from the closest approach to the sphere’s surface § thc2 = r2 - d2 § d2 = |OC|2 - tca2, so § thc2 = r2 - |OC|2 + tca2 d Sc ro thc tc a OC
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Ray-Sphere Intersections - Geometric 5. If thc2 < 0 the ray does not intersect the sphere 6. Otherwise, calculate the intersection distance § If r0 is outside the sphere: t = tca - thc § If r0 is inside the sphere: t = tca + thc d Sc ro thc tc a OC
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Ray-Sphere Intersections - Geometric 7. Calculate the intersection point: (xi, yi, zi) = (xo + xdt, yo + ydt, zo + zdt) 8. Calculate the normal at the intersection point: •. This reduces the computation (worst case) by 4 multiplies and 1 add •. Even fewer computations if the ray misses the sphere d Sc r0 thc tc a OC - - - = r z z r y y r x x c i c i c i n
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Ray-Sphere Example r(t) = (0,0,2) + t(0,0,-1) Sphere: (x-2)2 + (y-1)2 + (z-0)2 = 9
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Ray-Sphere Example r(t) = (0,0,2) + t(0,0,-1) Sphere: (x-2)2 + (y-1)2 + (z-0)2 = 9 1. Find ||Sc – ro|| = ||(2,1,0) – (0,0,2)|| = ||(2,1,-2)|| = 3. ro is in S. 2. tca = OC ∙ rd = (2,1,-2) ∙ (0,0,-1) = 2*0 + 1*0 + -2*-1 = 2. 3. thc 2= r2 – d2 = r2 - ||OC||2 + tca2 = 9+(32-22 = 4 4. t=tca+thc=2+2=4 5. r(4)=(0,0,2)+(0,0,-4)=(0,0,-2)
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To find the intersection points of a ray with an infinite plane: § Ray equation: - Origin: ro = (xo, yo, zo) - Direction: rd = (xd, yd, zd) § Plane equation: ax +by +cz +d = 0 with a2 + b2 +c2 = 1 normal vector pn = (a, b, c) distance from (0, 0, 0) to plane is d Substitute the ray equation into the plane equation: a(x0 + xdt) + b(y0 + ydt) + c(z0 + zdt) + d = 0 ax0 + axdt + by0 + bydt + cz0 + czdt + d = 0 § Solving for t we get: t = -(ax0 + by0 + cz0 + d) / (axd + byd + czd) Ray-Plane Intersections
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In vector form we have: If the ray is parallel to the plane and does not intersect If the normal of the plane is pointing away from
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  • Spring '08
  • Jones,M
  • Angle of Incidence, Euclidean geometry, Total internal reflection

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