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Wednesday, 30 December 2009

How To Build A Raytracer: Part II

In the previous post we looked at some of the fundamental ideas behind raytracing and saw some stunning renders created using the technique. In this post we'll start to take a look at the camera, and how to create a three dimensional scene.

The Camera

To start with lets create a camera at a position in space [camX,camY,camZ]. This camera can move up, down, left, right, in and out around your scene, and is where all of the initial rays are fired from. The image below shows how the rays exit the camera through the scene. It is clear that we want our rays to pass from the camera through the image, as shown in this diagram, but how do we find these rays! For a horizontal camera with no rotational properties this is actually very easy, so lets take a look at how to do it.

Traditionally cameras have a property called the field of view. This is related to the range of angles that a camera can see. A fisheye lens, for example, has a large field of view (180 degrees?). High field of views can result in image curving and I've found that the optimum angle between the horizontal and the top vertical for ray tracing is around π/6 degrees giving a field of view of π/3 or 60 degrees.

Once we've decided on a field of view for our ray tracer we can determine the distance between the image plane and the camera. Remember, unless the image is completely square the field of view in the vertical range and the horizontal range will be different. Programmatically, creating a new variable called the scale of view makes things far easier where:


var scaleX:Number = Math.tan(fovX);
var scaleY:Number = Math.tan(fovY/(scenewidth/sceneheight));

In the above actionscript, scene width and scene height are the pixel height and width of the image you want to create. Once we have our scales of view we can start firing rays. In a ray tracer rays are fired through every single pixel in the image. Although it results in pixel perfect images the computation required can also be rather large for high resolutions. This is why ray tracers are not currently used in real time applications.

So the next step in the ray tracing algorithm is to cycle through each pixel creating rays. I suggest using two embedded for loops although there are other ways of doing this depending on the structure of your program:

for(var i:int = 0; i < scenewidth; i++)
{
      for(var j:int = 0; j
      {
             rayX = scaleX*(2*i-scenewidth)/scenewidth;
             rayY = scaleY*(2*j-sceneheight)/sceneheight;
             rayZ = 1;
             // After we have created the ray we calculate collisions - and then render the pixel
      }
}


The above is a simple example of creating all the rays needed for a scene.

In vector mathematics a lot of calculations rely on the vector being unitary (meaning of length 1). To fix this just take the modulus of (rayX, rayY, rayZ) and divide each of rayX, rayY, and rayZ by this modulus.

This simple model can be extended by adding yaw and pitch, and for the really enthusiastic even roll! These are 3 types of rotation. The simplest way to create rotations is to rotate the ray vectors around the camera's location once they have been generated using matrix transforms. This will fit into a later tutorial.

Stay tuned for the next in the series soon!

How To Build A Raytracer: Part I

This is the first of what I hope to be a few posts that describe the fundamental theories behind building a raytracer. I will specifically look at how to build one in flash using AS3, but the theories should be easily transferrable to any other scripting language so whether you use C++ and openGL, Java, Python or AS3 this set of tutorials will point you in the right direction.

This is not just source code that I'm posting up, I will describe everything that I feel is needed to build a ray tracing engine without necessarily giving too much code. In the end I feel this is a far more rewarding way of learning flash and creating new projects, and is how I have taught myself in the past. Certain aspects of maths throughout the tutorial may be of a reasonable level but most high school vector course books should give enough knowhow to be able to see what is going on. So lets begin.

Note: the image to the right shows the kinds of lighting effects a raytracer can produce.

What is a raytracer

In nature a ray of light travels from a light source - interacts with some objects and either disappears into space or reaches our eyes. What we see depends on what the ray has collided with on the way to our eye. For example taking a light source to be the sun, trillions of rays hit earth every second, each of these reflects, refracts and is absorbed by trees, by roads, by cars and by other people. For us, the onlookers, only a tiny fraction of these rays hit our eyes, but when they do, the individual rays (photons) create the scene we see in front of us on the back of our eyes ready for our brains to untangle and interpret.


The idea of a raytracer - at least in the sense of this tutorial - takes what happens in nature and reverses all of the processes. Rays are created in the back of our eyes and are fired in a range of directions at our scene. Each ray passes through a point in our image and will either pass through our scene or hit an object. The image to the left helped me understand the ray firing process. When a ray hits an object there are 3 possibilities:


(i) The ray absorbs the ray
(ii) The ray reflects the ray
(iii) The ray refracts the ray

In the first case, a new ray is case from the point where the ray scene collision occurred, in the direction of any light sources in the scene. If there are no objects in the way then the object is lit, otherwise the object is in shadow.

In the second case a new ray can be cast depending on the surface normal of the object which can interact with the scene again. The ray can keep colliding with objects up to an arbitrary number of times so theoretically a ray could bounce between objects forever.

In the third case a new ray can be cast depending on the surface normal and refractive index of the material. As above this ray can continue to interact with the scene.

These three cases are not mutually exclusive. In a scene there can be any amount of refraction, refraction, absorption and shadowing, which gives ray tracers their realism. Take a look at the top image for examples of all three, and the image by pixar below is another example.

We've seen that a raytracer is just a way to render a scene which is physically realistic and can produce effects like shadowing, reflection and refraction in a far simpler way than many other rendering methods.

In my next post I'll explain how the camera works and how to set up our first scene.


My Fluid Dynamics Engine in AS3

This post and my recent experiments have been inspired largely by the work of Eugene Zatepyakin and that of Jos Stam on fluid dynamics.

Jos Stam's article on fluid dynamics for games started it all, having a similar effect on this area of research as Thomas Jakobsen's article had on the use of Verlet Integration in physics engines. The beauty of the fluid solver is that it provides a computationally quick and stable approach to simulation of fluid dynamics, which can be easily expanded into 3 dimensions and used to solve many more advanced problems.

Eugene Zatepyakin was the next step in the chain creating a fast engine in AS3 which I talked about in a previous post. I decided to write my own version of the engine and here it is:

The first example shows 4000 particles floating around in the simulated fluid - just click on it to launch to flash file - once it is running click and drag to make the fluid move.





The second example shows the pressure grid being used as a displacement filter for the image below. This starts to add a bit of realism and creates a more three dimensional feel.