0
$\begingroup$

I am trying to make a particular kind of raytracer, but there is some strange bug occurring when I attempt to rotate the camera.

As you can see, there is some important distortion ocurring when the voxels are closed to the camera and I am not sure what may be cuasing it.

This is how I am calculating my ray:

vec3 r = (vec3(f_coord.xy,1.f/tan(radians(40)))) //initialize the ray for a field of view of 40, f_coord is the pizel coordinate in OpenGL (-1 to 1);
r.y /= aspect_ratio // crunch the y direction to fit the aspect ratio;
vec3 dir = vec3(view_m*vec4(normalize(r),1)); //rotate the ray by the camera's rotation
r+= camera_pos; //Set the ray at the camera's position
$\endgroup$
  • 1
    $\begingroup$ From you video it looks like the ray direction, not ray-origin is being skewed by changes to the position. Does view_m have a translation component ? You should be multiplying normalised r with W=0 also when multiplying direction vectors by a matrix. $\endgroup$ – PaulHK Jun 22 '18 at 5:43
  • $\begingroup$ I construct the rotation matrix using glm:rotate(mat4, float, vec3). I don't think that creates a translation component. But I agree with your diagnosis $\endgroup$ – Makogan Jun 22 '18 at 5:47
  • $\begingroup$ I've just editted my comment, try view_m*vec4(normalize(r), 0)); $\endgroup$ – PaulHK Jun 22 '18 at 5:48
  • $\begingroup$ @PaulHK I did the suggested change however the outcome is the same $\endgroup$ – Makogan Jun 22 '18 at 6:55
  • $\begingroup$ Presumably you start from 'r' in the direction of 'dir' ? What is the purpose of r+= camera_pos; ? Should you be starting from 'camera_pos' ? $\endgroup$ – PaulHK Jun 22 '18 at 8:23

Your Answer

By clicking "Post Your Answer", you acknowledge that you have read our updated terms of service, privacy policy and cookie policy, and that your continued use of the website is subject to these policies.

Browse other questions tagged or ask your own question.