Timeline for Ray tracing: transforming ray to object's local space for intersection test
Current License: CC BY-SA 3.0
17 events
when toggle format | what | by | license | comment | |
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Jul 20, 2018 at 16:11 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Jun 20, 2018 at 15:53 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
May 21, 2018 at 14:03 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Apr 21, 2018 at 13:25 | history | bumped | CommunityBot | This question has answers that may be good or bad; the system has marked it active so that they can be reviewed. | |
Mar 22, 2018 at 12:37 | history | edited | Simon F | CC BY-SA 3.0 |
Minor improvements to English
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Mar 18, 2018 at 10:25 | comment | added | bubba | Non-uniformly scaled spheres are ellipsoids. It's pretty easy to write down the equation of an ellipsoid and intersect it with a ray (just solving a quadratic). With that approach, you avoid all the confusing transformation stuff. | |
Mar 17, 2018 at 16:22 | answer | added | Nadir | timeline score: 1 | |
Mar 17, 2018 at 16:18 | comment | added | Nadir | Nevermind, I just figure it out. It was a problem related to the camera updating when moving, which wasnt computing the Up vector properly, and was causing the ray to be perturbed | |
Mar 17, 2018 at 16:12 | comment | added | Nadir | I tried using the transpose of the inverse for the normal, but it created black areas where it shouldn't, and the refraction was inverted. Since the normal is computed from sphere center to hitpoint, I also tried to compute it after transforming the hitpoint and sphere center to world space, so I could avoid the normal transformation, but that didn't work either | |
Mar 17, 2018 at 15:46 | comment | added | Olivier | Probably not the only problem here but your normal transform is wrong: computergraphics.stackexchange.com/questions/1502 | |
Mar 17, 2018 at 15:38 | history | edited | Nadir | CC BY-SA 3.0 |
added 107 characters in body
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S Mar 17, 2018 at 15:28 | history | suggested | Christian Rau | CC BY-SA 3.0 |
Improved formatting. Removed idle chatter.
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Mar 17, 2018 at 14:49 | review | Suggested edits | |||
S Mar 17, 2018 at 15:28 | |||||
Mar 17, 2018 at 14:21 | comment | added | Nadir | @DanHulme I would like to know if the way im applying the transformation to the ray, as well as the hitpoint/normal is correct. | |
Mar 17, 2018 at 14:13 | comment | added | Dan Hulme | What's your question? It's unlikely that anyone else can debug your problem for you without a MCVE. | |
Mar 17, 2018 at 13:09 | review | First posts | |||
Mar 17, 2018 at 14:49 | |||||
Mar 17, 2018 at 13:07 | history | asked | Nadir | CC BY-SA 3.0 |