光线追踪算法 c++实现蒙特卡洛
时间: 2024-12-10 10:16:34 浏览: 13
光线追踪算法是一种用于生成高质量图像的渲染技术,通过模拟光线的传播路径来计算每个像素的颜色。蒙特卡洛方法是一种统计方法,通过随机抽样来近似求解问题。将蒙特卡洛方法应用于光线追踪算法,可以有效地模拟全局光照效果,如软阴影、全局光照和焦散等。
以下是一个简单的C++实现蒙特卡洛光线追踪算法的示例:
```cpp
#include <iostream>
#include <cmath>
#include <vector>
#include <cstdlib>
#include <ctime>
struct Vec3 {
double x, y, z;
Vec3() : x(0), y(0), z(0) {}
Vec3(double x, double y, double z) : x(x), y(y), z(z) {}
Vec3 operator+(const Vec3& v) const { return Vec3(x + v.x, y + v.y, z + v.z); }
Vec3 operator- v.x, y - v.y, z - v.z); }
Vec3 operator*(double t) const { return Vec3(x * t, y * t, z * t); }
Vec3 operator/(double t) const { return Vec3(x / t, y / t, z / t); }
Vec3 normalize() const { return *this / std::sqrt(x * x + y * y + z * z); }
double dot(const Vec3& v) const { return x * v.x + y * v.y + z * v.z; }
};
struct Ray {
Vec3 origin, direction;
Ray(const Vec3& origin, const Vec3& direction) : origin(origin), direction(direction) {}
Vec3 point_at(double t) const { return origin + direction * t; }
};
class Sphere {
public:
Vec3 center;
double radius;
Sphere(const Vec3& center, double radius) : center(center), radius(radius) {}
bool hit(const Ray& ray, double t_min, double t_max, double& t) const {
Vec3 oc = ray.origin - center;
double a = ray.direction.dot(ray.direction);
double b = oc.dot(ray.direction);
double c = oc.dot(oc) - radius * radius;
double discriminant = b * b - a * c;
if (discriminant > 0) {
double temp = (-b - std::sqrt(discriminant)) / a;
if (temp < t_max && temp > t_min) {
t = temp;
return true;
}
temp = (-b + std::sqrt(discriminant)) / a;
if (temp < t_max && temp > t_min) {
t = temp;
return true;
}
}
return false;
}
};
Vec3 random_in_unit_sphere() {
Vec3 p;
do {
p = Vec3((double)rand() / RAND_MAX * 2 - 1, (double)rand() / RAND_MAX * 2 - 1, (double)rand() / RAND_MAX * 2 - 1);
} while (p.dot(p) >= 1.0);
return p;
}
Vec3 ray_color(const Ray& r, const Sphere& sphere) {
double t;
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