Clear materials such as water, glass, and diamonds are dielectrics. When a light ray hits them, it splits into a reflected ray and a refracted (transmitted) ray. We’ll handle that by randomly choosing between reflection or refraction, and only generating one scattered ray per interaction.
This part is corresponding to Ray Tracing In One Weekend: Dielectrics.
Refracted ray geometry:
function RenderImage(canvas: HTMLCanvasElement, generateColor: (ray: Ray, world: World, depth: number) => Vector3) {
const width = canvas.width;
const height = canvas.height
const context = canvas.getContext('2d');
const imageData = context.getImageData(0, 0, width, height);
Use Dielectric Material:
const world = new World()
.addObject(new Sphere(new Vector3(0, 0, 1), 0.5, new Lambertian(new Vector3(0.1, 0.2, 0.5))))
.addObject(new Sphere(new Vector3(0, 100.5, 1), 100, new Lambertian(new Vector3(0.8, 0.8, 0))))
.addObject(new Sphere(new Vector3(1, 0, 1), 0.5, new Metal(new Vector3(0.8, 0.6, 0.2))))
.addObject(new Sphere(new Vector3(-1, 0, 1), 0.5, new Dielectric(1.5)));
const camera = new Camera();
const samples = 50;
const maxDepth = 50;
for (let x = 0; x < width; ++x) {
for (let y = 0; y < height; ++y) {
const color = new Vector3(0, 0, 0);
for (let k = 0; k < samples; ++k) {
const u = (x + Math.random()) / width;
const v = (y + Math.random()) / height;
const ray = camera.getRay(u, v);
color.add(generateColor(ray, world, maxDepth));
}
color.divideScalar(samples);
//
const r = Math.sqrt(color.x);
const g = Math.sqrt(color.y);
const b = Math.sqrt(color.z);
//
const n = (y * width + x) * 4;
imageData.data[n] = r * 255;
imageData.data[n + 1] = g * 255;
imageData.data[n + 2] = b * 255;
imageData.data[n + 3] = 255;
}
}
context.putImageData(imageData, 0, 0);
}
A hollow glass sphere:
import { onMount } from 'svelte';
import { Vector3, Ray } from 'three';
import { World } from '../../common/with-material/world.js';
import { Sphere } from '../../common/with-material/sphere.js';
import { Camera } from '../../common/camera.js';
import { Lambertian, Dielectric, Metal } from '../../common/with-material/material.js';
function GenerateColor(ray: Ray, world: World, depth: number, generateColor: (ray: Ray, world: World, depth: number) => Vector3) {
if (depth <= 0) {
return new Vector3(0, 0, 0);
}
const record = world.hit(ray, { min: 0.001, max: Number.MAX_SAFE_INTEGER });
if (record) {
const { scattered, attenuation } = record.material.scatter(ray, record);
if (scattered) {
const color = generateColor(
scattered,
world,
depth - 1
);
return color.multiply(attenuation);
}
return new Vector3(0, 0, 0);
}
const unitDirection = ray.direction.clone().normalize();
const t = 0.5 * (unitDirection.y + 1);
const blend = new Vector3(0.5, 0.7, 1.0).lerp(new Vector3(1, 1, 1), t);
return blend;
}
export default function Section() {
let canvas: HTMLCanvasElement;
onMount(() => {
function generateColor(ray: Ray, world: World, depth: number) {
//@ts-ignore
<GenerateColor />;
};
//@ts-ignore
<RenderImage />;
});
let width = 600;
let height = 300;
<div class="container">
<canvas bindRef={canvas} width={width} height={height}></canvas>
</div>
}