这里是我写的代码生成自由度。
void generateDOFfromEye(Image& img, const Camera& camera, Scene scene, float focusPoint)
{
float pixelWidth = 1.0f/(float) img.width;
float pixelHeight = 1.0f/(float) img.height;
for (int y = 0; y < img.height; ++y)
{
for (int x = 0; x < img.width; ++x)
{
Color output(0,0,0,0);
img(x, y) = Color(0,0,0,0);
//Center of the current pixel
float px = (x * pixelWidth) - 0.5;
float py = (y * pixelHeight) - 0.5;
Ray cameraSpaceRay = Ray(Vector(0,0,0,1), Vector(px, py, 1.0f, 0.0f));
Ray ray = camera.Transform() * cameraSpaceRay;
int depth = 0;
int focaldistance = 2502;
Color blend(0,0,0,0);
//Stratified Sampling i.e. Random sampling (with 16 samples) inside each pixel to add DOF
for(int i = 0; i < 16; i++)
{
//random values between [-1,1]
float rw = (static_cast<float>(rand() % RAND_MAX)/RAND_MAX) * 2.0f - 1.0f;
float rh = (static_cast<float>(rand() % RAND_MAX)/RAND_MAX) * 2.0f - 1.0f;
// Since eye position is (0,0,0,1) I generate samples around that point with a 3x3 aperture size window.
float dx = ((rw) * 3 * pixelWidth) - 0.5;
float dy = ((rh) * 3 * pixelHeight) - 0.5;
//Now here I compute point P in the scene where I want to focus my scene
Vector P = Vector(0,0,0,1) + focusPoint * ray.Direction();
Vector dir = P - Vector(dx, dy, 0.0f, 1.0f);
ray = Ray(Vector(dx,dy,0.0f,1.0f), dir);
ray = camera.Transform() * ray;
//Calling the phong shader to render the scene
blend += phongShader(scene, ray, depth, output);
}
blend /= 16.0f;
img(x, y) += blend;
}
}
}
现在我在代码中看不到任何错误。但我得到的结果是只为focuspoint > 500
价值模糊图像,如下图所示:
如果你能告诉什么是错的这个代码,那么这将是非常有益的:) 谢谢!
这与在我的相机(或眼睛)位置周围取少量采样点并不相似。然后从所有这些位置渲染我的场景。通过在场景中的某个地方定义一个焦点,从每个采样点发送一个光线到图像平面中每个像素的焦点。 – sinner 2012-04-04 14:03:53
嗯,是的,这实际上是相同的 - 当然,您可以在每个像素的基础上累积颜色,而不是累积整个场景的渲染。 – IneQuation 2012-04-04 14:10:28
我的意思是: 是不是采取相似: - 我的相机(或眼睛)位置周围的样本点很少。 - 然后通过从图像平面中的每个像素向每个采样点发送一个光线到焦点,从所有这些位置渲染场景。 对不起,但如果你可以解释眼睛的位置,图像平面,焦平面和场景,它会让我很容易理解。 – sinner 2012-04-04 14:13:44