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# Fixed reflections and proper textures

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Quote:
 Original post by downgradedHow long does that scene take to render?
Just over a minute, so not very good performance at all. I've made some changes since then (including multithreading) that drop it down to about 30 seconds.

There is definitely something wrong with the reflections.

I decided to rewrite the main raycasting code from scratch, after seeing results such as the above. I'm not sure where the speckles were coming from, nor why the reflections were being calculated incorrectly. The new code writes to regions of an array of integers (for 32-bit ARGB output), and is designed much more simply. By splitting the output buffer into two halves I can perform the raytracing in two threads, which makes much better use of modern dual-core CPUs.

Before and after rewrite.

A scene with lots of reflective spheres would seem like a good test. If you look at the reflections in the outer ring of spheres, they're quite different (and now appear to be correct) now, so whatever was wrong now seems to have been fixed.

A similar scene to the one at the top of this entry.

A scene with multiple reflective planes no longer appears to have the noise and reflection bugs that were clearly visible in the first screenshot in this entry.

Textures would certainly make the objects look a bit more interesting, but I couldn't think of a simple way of aligning a texture to a surface. I decided that textures should be treated as simple 2D rectangles, and each material can now have a diffuse texture applied to it (which provides a method Colour GetColour(Vector2 coordinate) to read it). To attach the texture to the surface of an object the surface needs to implement ITexturable, which exposes the method Vector2 GetTextureCoordinate(Vector3 surfacePoint).

In short; it's the job of the surface class (such as the Sphere or Plane classes) to map the struck point to a texture coordinate. This is most easily handled with the sphere, which simply converts the cartesian coordinates of the stuck point to polar coordinates.

The small foreground sphere has an Earth texture.

For planes, I thought that the easiest way of aligning the texture would be to declare two vectors - one that represents the texture's X axis and one that represents the texture's Y axis.

For example, take the white wall at the back of the room in the above screenshot. To align a texture parallel to its surface, one could set the texture's X axis vector to point right and its Y axis vector to point down. By changing the magnitude of these vectors the texture can be scaled.

The back wall and floor are textured planes.

For the floor in the above image, the texture's X axis points right, and its Y axis points into the screen.

As the texture merely has to provide a method that takes in a texture coordinate and outputs a colour, this lets us declare simple procedural textures.

The floor and ceiling textures are procedurally generated.

The rather garish ceiling is declared like this in code:
this.Tracer.Objects.Add(new WorldObject() {	Surface = new Plane(Vector3.Down, 10.0d) {		TextureXAxis = Vector3.Right,		TextureYAxis = Vector3.Forward,	},	Material = new Material() {		Colour = Colour.White,		Texture = new ProceduralTexture(			p => new Colour(				1.0d,				(Math.Sin(p.X) * Math.Cos(p.Y * 2)) / 2.0d + 0.5d,				(Math.Cos(p.X) * Math.Sin(p.Y * 3)) / 2.0d + 0.5d,				(Math.Sin(p.X * 5) * Math.Sin(p.Y / 0.3d)) / 2.0d + 0.5d			)		),	},});

I think before I go any further I'm going to need to support a wider variety of surfaces than spheres and planes. Another limitation with the existing implementation is that only a single collision between a ray and a surface is reported, which limits what can be done with the renderer - for example, a glass sphere that refracts a ray that passes through it would need to report two collisions, one for the front of the sphere as the ray passes through and again one for the back as the ray leaves.

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