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"Bald Eagle" <cre### [at] netscape net> wrote:
> So at present, I believe that I have code that reliably tests for intersections
> with the infinite cylinder, and once I fix the issue with the end caps, then I
> will begin to run some comprehensive tests. (*)
Well, that took way longer than it should have.
It would have probably gone a lot faster if I wasn't stupid and if the paper
explained the code better, or wrote it in a way that showed the pairing of
functions in a use case.
Once I hunted down why everything seemed half-right, upside-down, and
inside-out, I finally got the bounded cylinder to render without any residual
infinite cylinder hits.
> After that, I can either let you look over and test the code on your own, or I
> can work on plugging it into the Section 3.9 raytracer as a function call.
I kinda got a rectangle, which I'm optimistically hoping was my cylinder.
I was still using radius and other data from the sphere sample raytracer, and
when I "fixed" that, I get a black render.
However, now I just have to debug the function call and subsequent calculations,
and I'm hoping to get an actual homemade render soon.
Here's my SDL test scene shooting a bunch of rays from a grid, all having the
same direction vector, and showing missed rays (red), entry hits (green), and
exit hits (blue).
I think it's good enough to begin testing the Catmull-Rom bounding.
- BW
Also, there is a mouse in my kitchen.
Happens every year around this time. :\
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