• raymarching


    http://www.michaelwalczyk.com/blog/2017/5/25/ray-marching

    https://kosmonautblog.wordpress.com/2017/05/01/signed-distance-field-rendering-journey-pt-1/

    http://martindevans.me/game-development/2016/12/27/Dual-Contouring-In-2D/

    https://static1.squarespace.com/static/559921a3e4b02c1d7480f8f4/t/596773e9f7e0ab3d29bb102f/1499952110561/Mroz+Michael_746.pdf

    这篇硕士论文比较详细 很难找

    sdf是个函数 input 是一个point output是离这个点最近的任意表面的距离 如果在surface内部是负数

    存在3dtexture里面

    raymarching distance field是个后处理 

    要了解sdf需要几个依赖

    1.sdf func 下面是个球的例子
    // params: // p: arbitrary point in 3D space // c: the center of our sphere // r: the radius of our sphere float distance_from_sphere(in vec3 p, in vec3 c, float r) { return length(p - c) - r; }

    2.ray marching(sphere tracing)
    view 到 light 直线上 按照起始点(view)为圆心 起始点存的distance值为半径做圆 同样的方式迭代一直到到达light 如果能到达的话(也就是说空间的任何一个点都存有distance了)


    3.mesh distance field 如何得到 用1里面的基本图元合起来的 合的方式也是各种各样
    下面这个是暴力算法
    Foreach GridCell in DistanceFieldGrid: 
    Foreach Triangle in Mesh:
       Find distance from Triangle to GridCell, save the closest one
    (从上面这段也可以推知场景空间每个cell都存了距离)
    ue4是这个算法用cpu 可以用kd-tree优化
    也可以用gpu computeshader来算 mTec

    心情真的很不好呢
    http://flafla2.github.io/2016/10/01/raymarching.html
    ===============================================================
    fixed4 raymarch(float3 ro, float3 rd) {
        fixed4 ret = fixed4(0,0,0,0);
    
        const int maxstep = 64;
        float t = 0; // current distance traveled along ray
        for (int i = 0; i < maxstep; ++i) {
            float3 p = ro + rd * t; // World space position of sample
            float d = map(p);       // Sample of distance field (see map())
    
            // If the sample <= 0, we have hit something (see map()).
            if (d < 0.001) {
                // Lambertian Lighting
                float3 n = calcNormal(p);
                ret = fixed4(dot(-_LightDir.xyz, n).rrr, 1);
                break;
            }
    
            // If the sample > 0, we haven't hit anything yet so we should march forward
            // We step forward by distance d, because d is the minimum distance possible to intersect
            // an object (see map()).
            t += d;
        }
        return ret;
    }

    fixed4 frag (v2f i) : SV_Target
    {
        // ray direction
        float3 rd = normalize(i.ray.xyz);
        // ray origin (camera position)
        float3 ro = _CameraWS;
    
        fixed3 col = tex2D(_MainTex,i.uv); // Color of the scene before this shader was run
        fixed4 add = raymarch(ro, rd);
    
        // Returns final color using alpha blending
        return fixed4(col*(1.0 - add.w) + add.xyz * add.w,1.0);
    }

     做光照的

    {

    for (int i = 0; i<maxSteps; i++)
    {
    float S = GetSdfDistNoSun(P,radius,cullIndex);
    //float S = combinedSDFNoSun(P);
    closestPass = min(closestPass, (multiplier*S / radius));
    //radius+=S;
    // radius+= max( S, 0.02);
    radius += clamp(S, 0.02, 0.1);
    dist += max(minS, S);
    P += d*max(minS, S);
    steps = i;
    if (dist >= lightDist || dist>maxDist ) {
    break;
    }

    if(S < cutoff)
    {
    closestPass =0.0;
    break;
    }
    }
    }

    return clamp(closestPass, 0, 1);
    }

    ==

    softshadow的 迭代多次lightmarch的距离dist 如果能到达light 不形成阴影

    如果大于maxDist也不形成阴影意思是当前点50以外到light方向都无遮挡也不形成阴影

    sdf<cutoff 内部不形成阴影

    soft这部分用这个min(closestPass, (multiplier*S / radius))

    =================================================================

    ao

     
     
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  • 原文地址:https://www.cnblogs.com/minggoddess/p/9259499.html
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