matlab光线追踪程序
时间: 2023-08-26 14:17:45 浏览: 134
下面是一个简单的MATLAB光线追踪程序示例,它演示了如何使用基本的光线追踪算法生成一个简单的场景图像:
```matlab
% 设置场景参数
width = 800; % 图像宽度
height = 600; % 图像高度
fov = 60; % 视场角度
max_depth = 5; % 最大追踪深度
% 创建图像
image = zeros(height, width, 3);
% 定义相机参数
camera_position = [0, 0, -1]; % 相机位置
camera_target = [0, 0, 0]; % 相机目标位置
camera_up = [0, 1, 0]; % 相机上方向
% 计算相机坐标系
camera_forward = normalize(camera_target - camera_position);
camera_right = cross(camera_forward, camera_up);
camera_up = cross(camera_right, camera_forward);
% 光线追踪主循环
for y = 1:height
for x = 1:width
% 计算光线方向
aspect_ratio = width / height;
viewport_height = 2 * tan(deg2rad(fov/2)); viewport_width = aspect_ratio * viewport_height;
u = (x - width/2) / width;
v = (height/2 - y) / height;
ray_direction = normalize(camera_forward + u*viewport_width*camera_right + v*viewport_height*camera_up);
% 追踪光线
color = trace_ray(camera_position, ray_direction, 0);
% 将颜色存储到图像中
image(y, x, :) = color;
end
end
% 显示图像
imshow(image);
% 光线追踪函数
function color = trace_ray(origin, direction, depth)
% 定义场景中的物体,这里仅使用一个球体
sphere_center = [0, 0, 0];
sphere_radius = 0.5;
% 检测光线与球体的相交
intersection = intersect_ray_sphere(origin, direction, sphere_center, sphere_radius);
if intersection
% 计算球体法向量
normal = normalize(intersection - sphere_center);
% 计算漫反射光照
light_direction = normalize([1, 1, -1]);
diffuse_color = [1, 0.5, 0];
diffuse_intensity = max(0, dot(normal, light_direction));
diffuse_lighting = diffuse_intensity * diffuse_color;
% 递归追踪反射光线
if depth < max_depth
reflect_direction = reflect_ray(direction, normal);
reflect_color = trace_ray(intersection, reflect_direction, depth+1);
else
reflect_color = [0, 0, 0];
end
% 计算最终颜色
color = diffuse_lighting + 0.5 * reflect_color;
else
% 如果光线未与物体相交,则返回背景颜色
color = [0.5, 0.7, 1];
end
end
% 射线-球体相交函数
function intersection = intersect_ray_sphere(origin, direction, center, radius)
oc = origin - center;
a = dot(direction, direction);
b = 2 * dot(oc, direction);
c = dot(oc, oc) - radius^2;
discriminant = b^2 - 4*a*c;
if discriminant > 0
t1 = (-b + sqrt(discriminant)) / (2*a);
t2 = (-b - sqrt(discriminant)) / (2*a);
if t1 > 0 || t2 > 0
intersection = origin + min(t1, t2) * direction;
else
intersection = [];
end
else
intersection = [];
end
end
% 反射光线计算函数
function reflect_direction = reflect_ray(incident_direction, surface_normal)
reflect_direction = incident_direction - 2 * dot(incident_direction, surface_normal) * surface_normal;
end
% 向量归一化函数
function normalized_vector = normalize(vector)
normalized_vector = vector / norm(vector);
end
```
这是一个简单的光线追踪示例,它使用一个球体作为场景中的物体。你可以根据需要修改场景和渲染参数,并使用更复杂的光照模型和物体表示来扩展程序。请注意,该示例可能不是高效的光线追踪实现,但它可以帮助你理解光线追踪的基本原理和实现过程。
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