I'm writing a Raytracer in Java, I've gotten to the point where I can create objects, rays, test for intersections and then colour pixels. I've also got some basic anti aliasing done. My problem is that if a create a sphere, which should be in the centre of the world (i.e 0.0
, 0.0
, 0.0
) and then draw the image, I end up with a picture like this.
When the red circle should be in the middle of the image.
public static void main(String[] args) {
System.out.println("Rendering...");
long start = System.nanoTime();
// Setting up the size of the image to be rendered
world = new World(1920, 1080, 1.0);
image = new Image("image.png");
sampler = new SimpleSampler(4);
projector = new OrthographicProjector();
// Main loop of program, goes through each pixel in image and assigns a colour value
for (int y = 0; y < world.viewPlane.height; y++) {
for (int x = 0; x < world.viewPlane.width; x++) {
// Render pixel colour
trace(x, y);
}
}
image.saveImage("PNG");
long end = System.nanoTime();
System.out.print("Loop Time = " + ((end - start)/1000000000.0f));
}
public static void trace(int x, int y) {
Colour colour = new Colour();
//int colour = RayTracer.world.backgroundColour.toInteger();
for (int col = 0; col < sampler.samples; col++) {
for (int row = 0; row < sampler.samples; row++) {
Point2D point = sampler.sample(row, col, x, y);
Ray ray = projector.createRay(point);
double min = Double.MAX_VALUE;
Colour tempColour = new Colour();
for (int i = 0; i < world.worldObjects.size(); i++) {
double temp = world.worldObjects.get(i).intersect(ray);
if (temp != 0 && temp < min) {
min = temp;
tempColour = world.worldObjects.get(i).colour;
}
}
colour.add(tempColour);
}
}
colour.divide(sampler.samples*sampler.samples);
image.buffer.setRGB(x, y, colour.toInteger());
}
public class World {
public ViewPlane viewPlane;
public ArrayList<Renderable> worldObjects;
public Colour backgroundColour;
public World(int width, int height, double size) {
viewPlane = new ViewPlane(width, height, size);
backgroundColour = new Colour(0.0f, 0.0f, 0.0f);
worldObjects = new ArrayList<Renderable>();
worldObjects.add(new Sphere(new Point3D(0.0, 0.0, 0.0), 50, new Colour(1.0f, 0.0f, 0.0f)));
//worldObjects.add(new Sphere(new Point3D(-150.0, 0.0, 0.0), 50, new Colour(1.0f, 0.0f, 0.0f)));
//worldObjects.add(new Sphere(new Point3D(0.0, -540.0, 0.0), 50, new Colour(0.0f, 1.0f, 0.0f)));
}
}
public class SimpleSampler extends Sampler {
public SimpleSampler(int samples) {
this.samples = samples;
}
public Point2D sample(int row, int col, int x, int y) {
Point2D point = new Point2D(
x - RayTracer.world.viewPlane.width / 2 + (col + 0.5) / samples,
y - RayTracer.world.viewPlane.width / 2 + (row + 0.5) / samples);
return point;
}
}
public class OrthographicProjector extends Projector{
public Ray createRay(Point2D point) {
Ray ray = new Ray();
ray.origin = new Point3D(
RayTracer.world.viewPlane.size * point.x,
RayTracer.world.viewPlane.size * point.y,
100);
ray.direction = new Vector3D(0.0, 0.0, -1.0);
return ray;
}
}
I have a feeling that somewhere along the way I've mixed an x with a y and this has rotated the image, but I haven't been able to track down the problem. If you would like to see any more of my code I would be happy to show it.
In SimpleSampler.java:
Point2D point = new Point2D(
x - RayTracer.world.viewPlane.width / 2 + (col + 0.5) / samples,
y - RayTracer.world.viewPlane.width / 2 + (row + 0.5) / samples);
You use width for both coordinates. Maybe you should use width and height.