I am currently working on ray-tracing techniques and I think I\'ve made a pretty good job; but, I haven\'t covered camera yet.
Until now, I used a plane fragment for vi
There are a variety of ways to do it. Here's what I do:
camera_position
).camera_direction
). (If you know a point the camera is looking at, you can compute this direction vector by subtracting camera_position
from that point.) You probably want to normalize (camera_direction
), in which case it's also the normal vector of the image plane.camera_up
).camera_right = Cross(camera_direction, camera_up)
camera_up = Cross(camera_right, camera_direction)
(This corrects for any slop in the choice of "up".)Visualize the "center" of the image plane at camera_position + camera_direction
. The up and right vectors lie in the image plane.
You can choose a rectangular section of the image plane to correspond to your screen. The ratio of the width or height of this rectangular section to the length of camera_direction determines the field of view. To zoom in you can increase camera_direction or decrease the width and height. Do the opposite to zoom out.
So given a pixel position (i, j)
, you want the (x, y, z)
of that pixel on the image plane. From that you can subtract camera_position
to get a ray vector (which then needs to be normalized).
Ray ComputeCameraRay(int i, int j) {
const float width = 512.0; // pixels across
const float height = 512.0; // pixels high
double normalized_i = (i / width) - 0.5;
double normalized_j = (j / height) - 0.5;
Vector3 image_point = normalized_i * camera_right +
normalized_j * camera_up +
camera_position + camera_direction;
Vector3 ray_direction = image_point - camera_position;
return Ray(camera_position, ray_direction);
}
This is meant to be illustrative, so it is not optimized.