This is my third question in this raytracing thing, but there's been progress :P So, I'm implementing a C++ ray tracer for my object oriented programming class, and so far I've implemented monochromatic spheres and planes with support to reflection and specular shading. This is an example of a thing I've done:
Now I'm trying to implement general polyhedrons. I'm using a modified version of this algorithm to compute intersections with an arbitrary polyhedron of nFaces() faces, each of which being contained by a plane defined by Vec Polyhedron::point(int face) and Vec Polyhedron::normal(int face):
Vec Polyhedron::intersect(Vec o, Vec d)
{
int face = nFaces();
Vec ni(0,0,0), pi(0,0,0);
unit te = -1;
unit tl = -1;
unit t = 0;
unit N, D;
Vec v = d.normal();
int facein, faceout;
for(int i = 0; i < face; i++)
{
ni = normal(i);
pi = point(i);
N = ((pi - o)*ni);
D = v*ni;
if(D == 0 && N < 0)
return o;
if(D != 0)
{
t = N/D;
if(t > 0)
{
if(N < 0)
{
if(t > te){
te = t;
facein = i;
}
}else{
if((tl == -1) || (t < tl)){
tl = t;
faceout = i;
}
}
if((tl != -1) && (tl < te))
return o;
}
}
}
if(tl != -1)
{
if(te != -1)
{
v = v*te + o;
return (v + normal(facein)*0.000000000001);
}
v = v*tl + o;
return (v + normal(faceout)*0.000000000001);
}
return o;
}
So I modified the scene with the balls by removing the balls and adding a red cube (the only type of Polyhedron I implemented was a Cuboid) and ran it. This was the result:
And I have absolutely no idea why. Any clues?
I was being stupid and misunderstood the algorithm. I thought the (tl < te) part would take care of everything that was on the Polyhedron's face, but it doesn't. Silly me.