[Soc-2009-dev] Weekly Report

Martin Poirier theeth at yahoo.com
Sat Jul 25 18:26:41 CEST 2009

--- On Fri, 7/24/09, Jingyuan Huang <jingyuan.huang at gmail.com> wrote:

> a. create a ray tree and add faces
> I created a struct ShFace to keep track of which face in
> which derived
> mesh, with two functions to compute coords and transforms.
> I also
> assign each vertex a face. (Each vertex can belong to
> multiple faces,
> but I only assign one face to it.)
> b.create Isect.
>   isec.mode= RE_RAY_SHADOW;
>   isec.lay= -1;
>   isec.face_last= NULL;
>   isec.faceorig = ri->faces_map[i][j]; // find the
> face based on vertex index
>   isec.oborig = offset + RE_RAY_TRANSFORM_OFFS; //
> find the object in the scene
>   VECCOPY(isec.start, verts[j].co); // ray starts from
> the vertex
>   VECCOPY(isec.vec, samples[k]); // sample as its
> direction
>   VECADD(isec.end, isec.start, samples[k]); // end
> point
> c.visibility test
>   visible = !RE_ray_tree_intersect(ri->tree,
> &isec);
> The logic is straightforward to me, but the results are
> quite
> wrong...I'd like to know if the workflow I list here is
> correct. If so
> I may have made some mistakes in the bookkeeping part.
> I'm currently not working on it since I've been staring at
> it for too
> long. Shadow coeffs computation is still disabled. I will
> get back to
> it and see if I can find my mistake.

I'm not too familiar with the rendering API, hopefully, someone else can try to help resolve this problem.


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