Add more tests for triangle intersection and fix a couple of bugs

Still not working properly.
This commit is contained in:
Matthew Gordon 2019-12-12 07:51:26 -05:00
parent 9eca3a4cfe
commit c05eba391b
2 changed files with 412 additions and 17 deletions

View File

@ -99,14 +99,14 @@ pub fn main() -> Result<(), Box<dyn std::error::Error>> {
)),
Box::new(Triangle {
vertices: [
Point3::new(0.5, 2.0, 6.0),
Point3::new(1.5, 2.0, 4.0),
Point3::new(1.0, 1.0, 6.0),
Point3::new(1.25, -0.5, 6.0),
Point3::new(-1.25, -0.5, 6.0),
Point3::new(0.0, 1.5, 6.0),
],
normals: [Vector3::new(0.0, 0.0, 1.0); 3],
normals: [Vector3::new(0.0, 0.0, -1.0); 3],
material: Rc::new(LambertianMaterial {
colour: ColourRgbF::from_named(NamedColour::Green),
diffuse_strength: 0.1,
diffuse_strength: 1.0,
}),
}),
],

View File

@ -31,11 +31,8 @@ impl<T: RealField> Intersect<T> for Triangle<T> {
if edge_functions.iter().all(|e| e.is_sign_positive())
|| edge_functions.iter().all(|e| e.is_sign_negative())
{
let barycentric_coordinates = reverse_permute_vector_elements(
&barycentric_coordinates_from_signed_edge_functions(Vector3::from_iterator(
edge_functions.iter().map(|e| e.abs()),
)),
&indices,
let barycentric_coordinates = barycentric_coordinates_from_signed_edge_functions(
Vector3::from_iterator(edge_functions.iter().map(|e| e.abs())),
);
let location: Point3<T> = barycentric_coordinates
.iter()
@ -43,11 +40,13 @@ impl<T: RealField> Intersect<T> for Triangle<T> {
.map(|(&coord, vertex)| vertex.coords * coord)
.fold(Point3::new(T::zero(), T::zero(), T::zero()), |a, e| a + e);
let distance = (ray.origin - location).norm();
let normal = barycentric_coordinates
let normal: Vector3<T> = barycentric_coordinates
.iter()
.zip(self.normals.iter())
.map(|(&coord, vertex)| vertex * coord)
.sum();
.fold(Vector3::zeros(), |acc, (&coord, vertex)| {
acc + vertex * coord
})
.normalize();
let cotangent = (self.vertices[0] - self.vertices[1])
.cross(&normal)
.normalize();
@ -133,7 +132,7 @@ fn signed_edge_functions<T: RealField>(vertices: &Vec<Vector3<T>>) -> Vector3<T>
}
fn barycentric_coordinates_from_signed_edge_functions<T: RealField>(e: Vector3<T>) -> Vector3<T> {
e * (T::one() / e.iter().fold(T::zero(), |a, b| a + *b))
e * (T::one() / e.iter().fold(T::zero(), |a, &b| a + b))
}
#[cfg(test)]
@ -280,9 +279,10 @@ mod tests {
b: Vector3<f64>,
c: Vector3<f64>,
) -> bool {
let barycentric_coordinates = dbg!(barycentric_coordinates_from_signed_edge_functions(
signed_edge_functions(&vec![a, b, c]),
));
let barycentric_coordinates =
barycentric_coordinates_from_signed_edge_functions(signed_edge_functions(&vec![
a, b, c,
]));
(barycentric_coordinates.iter().fold(0.0, |a, b| a + b) - 1.0).abs() < 0.00000001
}
}
@ -290,6 +290,8 @@ mod tests {
mod triangle_intersect {
use super::*;
use crate::materials::LambertianMaterial;
use quickcheck::{Arbitrary, TestResult};
use quickcheck_macros::quickcheck;
#[test]
fn intersection_passes_with_ray_along_z_axis_ccw_winding() {
@ -392,5 +394,398 @@ mod tests {
panic!()
}
}
fn intersect_with_centroid_and_test_result<
F: Fn(Option<IntersectionInfo<f64>>, Point3<f64>) -> bool,
>(
vertex0: Point3<f64>,
vertex1: Point3<f64>,
vertex2: Point3<f64>,
ray_origin: Point3<f64>,
test: F,
) -> TestResult {
let centroid: Point3<f64> = [vertex0.coords, vertex1.coords, vertex2.coords]
.iter()
.fold(Point3::new(0.0, 0.0, 0.0), |acc, &elem| acc + elem)
/ 3.0;
let ray_direction = (centroid - ray_origin).normalize();
let normal = (vertex1 - vertex0).cross(&(vertex2 - vertex0)).normalize();
if normal.dot(&ray_direction).abs() < 0.000_000_1 {
//Discard if triangle is too close to edge-on
return TestResult::discard();
}
let target_triangle = Triangle {
vertices: [
Point3::from(vertex0),
Point3::from(vertex1),
Point3::from(vertex2),
],
normals: [normal; 3],
material: Rc::new(LambertianMaterial::new_dummy()),
};
let ray = Ray::new(ray_origin, ray_direction);
TestResult::from_bool(test(target_triangle.intersect(&ray), centroid))
}
#[quickcheck]
fn intersection_with_centroid_hits(
vertex0: Point3<f64>,
vertex1: Point3<f64>,
vertex2: Point3<f64>,
ray_origin: Point3<f64>,
) -> TestResult {
let centroid: Point3<f64> = [vertex0.coords, vertex1.coords, vertex2.coords]
.iter()
.fold(Point3::new(0.0, 0.0, 0.0), |acc, &elem| acc + elem)
/ 3.0;
let ray_direction = (centroid - ray_origin).normalize();
let normal = (vertex1 - vertex0).cross(&(vertex2 - vertex0)).normalize();
if normal.dot(&ray_direction).abs() < 0.000_000_1 {
//Discard if triangle is too close to edge-on
return TestResult::discard();
}
let target_triangle = Triangle {
vertices: [
Point3::from(vertex0),
Point3::from(vertex1),
Point3::from(vertex2),
],
normals: [normal; 3],
material: Rc::new(LambertianMaterial::new_dummy()),
};
let ray = Ray::new(ray_origin, ray_direction);
if let Some(_) = target_triangle.intersect(&ray) {
TestResult::passed()
} else {
TestResult::failed()
}
}
#[quickcheck]
fn intersection_with_centroid_hits_centroid(
vertex0: Point3<f64>,
vertex1: Point3<f64>,
vertex2: Point3<f64>,
ray_origin: Point3<f64>,
) -> TestResult {
intersect_with_centroid_and_test_result(
vertex0,
vertex1,
vertex2,
ray_origin,
|result, centroid| {
if let Some(IntersectionInfo { location, .. }) = result {
(location - centroid).norm() < 0.000_000_1
} else {
false
}
},
)
}
#[quickcheck]
fn intersection_with_centroid_hits_at_expected_distance(
vertex0: Point3<f64>,
vertex1: Point3<f64>,
vertex2: Point3<f64>,
ray_origin: Point3<f64>,
) -> TestResult {
intersect_with_centroid_and_test_result(
vertex0,
vertex1,
vertex2,
ray_origin,
|result, centroid| {
if let Some(IntersectionInfo { distance, .. }) = result {
((ray_origin - centroid).norm() - distance).abs() < 0.000_000_1
} else {
false
}
},
)
}
#[quickcheck]
fn intersection_with_centroid_has_expected_normal(
vertex0: Point3<f64>,
vertex1: Point3<f64>,
vertex2: Point3<f64>,
ray_origin: Point3<f64>,
) -> TestResult {
intersect_with_centroid_and_test_result(
vertex0,
vertex1,
vertex2,
ray_origin,
|result, _| {
if let Some(IntersectionInfo { normal, .. }) = result {
(normal - (vertex1 - vertex0).cross(&(vertex2 - vertex0)).normalize())
.norm()
< 0.000_000_1
} else {
false
}
},
)
}
#[quickcheck]
fn intersection_with_centroid_has_expected_retro(
vertex0: Point3<f64>,
vertex1: Point3<f64>,
vertex2: Point3<f64>,
ray_origin: Point3<f64>,
) -> TestResult {
intersect_with_centroid_and_test_result(
vertex0,
vertex1,
vertex2,
ray_origin,
|result, centroid| {
let expected_retro = (ray_origin - centroid).normalize();
if let Some(IntersectionInfo { retro, .. }) = result {
(dbg!(expected_retro) - dbg!(retro)).norm() < 0.000_000_1
} else {
false
}
},
)
}
#[derive(Clone, Copy, Debug)]
struct BarycentricCoords {
alpha: f64,
beta: f64,
gamma: f64,
}
impl quickcheck::Arbitrary for BarycentricCoords {
fn arbitrary<G: quickcheck::Gen>(g: &mut G) -> Self {
let e = 0.000_000_1;
let alpha = <f64 as Arbitrary>::arbitrary(g).abs().fract() * (1.0 - e) + e;
let beta = <f64 as Arbitrary>::arbitrary(g).abs().fract() * (1.0 - alpha) + e;
let gamma = 1.0 - (alpha + beta);
BarycentricCoords { alpha, beta, gamma }
}
}
fn intersect_with_barycentric_and_test_result<
F: Fn(Option<IntersectionInfo<f64>>, Point3<f64>) -> bool,
>(
vertex0: Point3<f64>,
vertex1: Point3<f64>,
vertex2: Point3<f64>,
ray_origin: Point3<f64>,
barycentric_coords: BarycentricCoords,
test: F,
) -> TestResult {
let point = vertex0 * barycentric_coords.alpha
+ vertex1.coords * barycentric_coords.beta
+ vertex2.coords * barycentric_coords.gamma;
let ray_direction = (point - ray_origin).normalize();
let normal = (vertex1 - vertex0).cross(&(vertex2 - vertex0)).normalize();
if normal.dot(&ray_direction).abs() < 0.000_000_1 {
//Discard if triangle is too close to edge-on
return TestResult::discard();
}
let target_triangle = Triangle {
vertices: [
Point3::from(vertex0),
Point3::from(vertex1),
Point3::from(vertex2),
],
normals: [normal; 3],
material: Rc::new(LambertianMaterial::new_dummy()),
};
let ray = Ray::new(ray_origin, ray_direction);
TestResult::from_bool(test(target_triangle.intersect(&ray), point))
}
#[quickcheck]
fn point_with_arbitrary_barycentric_coords_hits(
vertex0: Point3<f64>,
vertex1: Point3<f64>,
vertex2: Point3<f64>,
ray_origin: Point3<f64>,
barycentric_coords: BarycentricCoords,
) -> TestResult {
intersect_with_barycentric_and_test_result(
vertex0,
vertex1,
vertex2,
ray_origin,
barycentric_coords,
|result, _point| {
if let Some(_) = result {
true
} else {
false
}
},
)
}
#[quickcheck]
fn point_with_arbitrary_barycentric_coords_has_expected_normal(
vertex0: Point3<f64>,
vertex1: Point3<f64>,
vertex2: Point3<f64>,
ray_origin: Point3<f64>,
barycentric_coords: BarycentricCoords,
) -> TestResult {
intersect_with_barycentric_and_test_result(
vertex0,
vertex1,
vertex2,
ray_origin,
barycentric_coords,
|result, _point| {
let expected_normal =
(vertex1 - vertex0).cross(&(vertex2 - vertex0)).normalize();
if let Some(IntersectionInfo { normal, .. }) = result {
(normal - expected_normal).norm().abs() < 0.000_01
} else {
false
}
},
)
}
#[quickcheck]
fn point_with_arbitrary_barycentric_coords_has_expected_distance(
vertex0: Point3<f64>,
vertex1: Point3<f64>,
vertex2: Point3<f64>,
ray_origin: Point3<f64>,
barycentric_coords: BarycentricCoords,
) -> TestResult {
intersect_with_barycentric_and_test_result(
vertex0,
vertex1,
vertex2,
ray_origin,
barycentric_coords,
|result, point| {
let expected_distance = (point - ray_origin).norm();
if let Some(IntersectionInfo { distance, .. }) = result {
(distance - expected_distance).abs() < 0.000_01
} else {
false
}
},
)
}
#[quickcheck]
fn point_with_arbitrary_barycentric_coords_has_expected_retro(
vertex0: Point3<f64>,
vertex1: Point3<f64>,
vertex2: Point3<f64>,
ray_origin: Point3<f64>,
barycentric_coords: BarycentricCoords,
) -> TestResult {
intersect_with_barycentric_and_test_result(
vertex0,
vertex1,
vertex2,
ray_origin,
barycentric_coords,
|result, point| {
let expected_retro = (ray_origin - point).normalize();
if let Some(IntersectionInfo { retro, .. }) = result {
(retro - expected_retro).norm().abs() < 0.000_01
} else {
false
}
},
)
}
#[quickcheck]
fn intersection_fails_when_ray_outside_first_edge(
vertex0: Point3<f64>,
vertex1: Point3<f64>,
vertex2: Point3<f64>,
ray_origin: Point3<f64>,
uv: Vector2<f64>,
) -> bool {
let uv_origin = Point3::from(vertex0);
let u_axis = (vertex1 - vertex0).normalize();
let w_axis = (vertex2 - vertex0).cross(&u_axis).normalize();
let v_axis = w_axis.cross(&u_axis);
let target_point = uv_origin + u_axis * uv.x + v_axis * uv.y.abs();
let ray = Ray {
origin: ray_origin,
direction: (dbg!(target_point) - ray_origin).normalize(),
};
let triangle = Triangle {
vertices: dbg!([vertex0, vertex1, vertex2]),
normals: [Vector3::zeros(); 3],
material: Rc::new(LambertianMaterial::new_dummy()),
};
match triangle.intersect(&ray) {
Some(_) => false,
None => true,
}
}
#[quickcheck]
fn intersection_fails_when_ray_outside_second_edge(
vertex0: Point3<f64>,
vertex1: Point3<f64>,
vertex2: Point3<f64>,
ray_origin: Point3<f64>,
uv: Vector2<f64>,
) -> bool {
let uv_origin = Point3::from(vertex0);
let u_axis = (vertex2 - vertex1).normalize();
let w_axis = (vertex1 - vertex0).cross(&u_axis).normalize();
let v_axis = w_axis.cross(&u_axis);
let target_point = uv_origin + u_axis * uv.x + v_axis * uv.y.abs();
let ray = Ray {
origin: ray_origin,
direction: (dbg!(target_point) - ray_origin).normalize(),
};
let triangle = Triangle {
vertices: dbg!([vertex0, vertex1, vertex2]),
normals: [Vector3::zeros(); 3],
material: Rc::new(LambertianMaterial::new_dummy()),
};
match triangle.intersect(&ray) {
Some(_) => false,
None => true,
}
}
#[quickcheck]
fn intersection_fails_when_ray_outside_third_edge(
vertex0: Point3<f64>,
vertex1: Point3<f64>,
vertex2: Point3<f64>,
ray_origin: Point3<f64>,
uv: Vector2<f64>,
) -> bool {
let uv_origin = Point3::from(vertex0);
let u_axis = (vertex0 - vertex2).normalize();
let w_axis = (vertex1 - vertex2).cross(&u_axis).normalize();
let v_axis = w_axis.cross(&u_axis);
let target_point = uv_origin + u_axis * uv.x + v_axis * uv.y.abs();
let ray = Ray {
origin: ray_origin,
direction: (dbg!(target_point) - ray_origin).normalize(),
};
let triangle = Triangle {
vertices: dbg!([vertex0, vertex1, vertex2]),
normals: [Vector3::zeros(); 3],
material: Rc::new(LambertianMaterial::new_dummy()),
};
match triangle.intersect(&ray) {
Some(_) => false,
None => true,
}
}
}
}