光线追踪11 - Positionable Camera(可定位相机)
���机和介质一样,调试起来很麻烦,所以我总是逐步开发我的相机。首先,我们允许可调节的视野(fov)。这是渲染图像从一边到另一边的视觉角度。由于我们的图像不是正方形的,水平和垂直的视野是不同的。我总是使用垂直视野。通常我会用角度来指定,然后在构造函数内部转换为弧度 — 这只是个人喜好的问题。12.1 Camera Viewing Geometry 首先,我们将保持从原点出发并指向z = -1平面的光线。我们可以将其设置为z = -2平面,或任何其他平面,只要我们将h与该距离成比例即可。以下是我们的设置:Figure 18: Camera viewing geometry (from the side)This implies , Our camera now becomes:
class camera { public: double aspect_ratio = 1.0; // Ratio of image width over height int image_width = 100; // Rendered image width in pixel count int samples_per_pixel = 10; // Count of random samples for each pixel int max_depth = 10; // Maximum number of ray bounces into scene double vfov = 90; // Vertical view angle (field of view) void render(const hittable& world) { ... private: ... void initialize() { image_height = static_cast(image_width / aspect_ratio); image_height = (image_heightListing 74: [camera.h] Camera with adjustable field-of-view (fov)我们将使用一个90°的视野来测试这些变化,以两个相互接触的球体构成的简单场景为例。
int main() { hittable_list world; auto R = cos(pi/4); auto material_left = make_shared(color(0,0,1)); auto material_right = make_shared(color(1,0,0)); world.add(make_shared(point3(-R, 0, -1), R, material_left)); world.add(make_shared(point3( R, 0, -1), R, material_right)); camera cam; cam.aspect_ratio = 16.0 / 9.0; cam.image_width = 400; cam.samples_per_pixel = 100; cam.max_depth = 50; cam.vfov = 90; cam.render(world); }得到渲染结果:Image 19: A wide-angle view12.2 Positioning and Orienting the Camera(定位和定向相机)
为了获得任意的viewpoint,让我们首先给出我们关心的点的名称。我们将摄像机放置的位置称为"lookfrom",我们注视的点称为"lookat"。(稍后,如果需要,可以定义一个注视方向而不是注视点。)
我们还需要一种方式来指定摄像机的倾斜角度,也就是绕"lookat-lookfrom"轴的旋转。另一种思考方式是,即使保持"lookfrom"和"lookat"不变,你仍然可以围绕你的鼻子旋转头部。我们需要的是一种为摄像机指定"up"向量的方法。Figure 19: Camera view direction 我们可以指定任何一个up向量,只要它不与视线方向平行。将这个up向量投影到与视线方向正交的平面上,得到一个相对于相机的up向量。我使用常见的约定将其命名为“view up”(vup)向量。经过几次叉乘和向量归一化,我们现在有了一个完整的正交基(u、v、w),用于描述相机的方向。u是指向相机右侧的单位向量,v是指向相机上方的单位向量,w是指向视线方向相反的单位向量(由于我们使用右手坐标系),相机中心位于原点。
Figure 20: Camera view up direction与以前一样,当我们的固定相机面向-Z时,我们的任意视角相机面向-w。请记住,我们可以选择使用世界坐标系的上方向(0,1,0)来指定vup,但不是必须的。这种方法很方便,可以让你的相机在水平方向保持平稳,直到你决定尝试一些疯狂的相机角度为止。
class camera { public: double aspect_ratio = 1.0; // Ratio of image width over height int image_width = 100; // Rendered image width in pixel count int samples_per_pixel = 10; // Count of random samples for each pixel int max_depth = 10; // Maximum number of ray bounces into scene double vfov = 90; // Vertical view angle (field of view) point3 lookfrom = point3(0,0,-1); // Point camera is looking from point3 lookat = point3(0,0,0); // Point camera is looking at vec3 vup = vec3(0,1,0); // Camera-relative "up" direction ... private: int image_height; // Rendered image height point3 center; // Camera center point3 pixel00_loc; // Location of pixel 0, 0 vec3 pixel_delta_u; // Offset to pixel to the right vec3 pixel_delta_v; // Offset to pixel below vec3 u, v, w; // Camera frame basis vectors void initialize() { image_height = static_cast(image_width / aspect_ratio); image_height = (image_heightListing 76: [camera.h] Positionable and orientable camera我们将回到之前的场景,并使用新的视点:
int main() { hittable_list world; auto material_ground = make_shared(color(0.8, 0.8, 0.0)); auto material_center = make_shared(color(0.1, 0.2, 0.5)); auto material_left = make_shared(1.5); auto material_right = make_shared(color(0.8, 0.6, 0.2), 0.0); world.add(make_shared(point3( 0.0, -100.5, -1.0), 100.0, material_ground)); world.add(make_shared(point3( 0.0, 0.0, -1.0), 0.5, material_center)); world.add(make_shared(point3(-1.0, 0.0, -1.0), 0.5, material_left)); world.add(make_shared(point3(-1.0, 0.0, -1.0), -0.4, material_left)); world.add(make_shared(point3( 1.0, 0.0, -1.0), 0.5, material_right)); camera cam; cam.aspect_ratio = 16.0 / 9.0; cam.image_width = 400; cam.samples_per_pixel = 100; cam.max_depth = 50; cam.vfov = 90; cam.lookfrom = point3(-2,2,1); cam.lookat = point3(0,0,-1); cam.vup = vec3(0,1,0); cam.render(world); }Listing 77: [main.cc] Scene with alternate viewpoint得到:Image 20: A distant view
修改 field of view : cam.vfov = 20;Listing 78: [main.cc] Change field of view
变为:
Image 21: Zooming in