hgkjshegfskef

hgkjshegfskef

The Ray Tracer Challenge: cannot pass scaling test (page 69-70)

The test is as follows:

Scenario: Intersecting a scaled sphere with a ray
Given r ← ray(point(0, 0, -5), vector(0, 0, 1))
And s ← sphere()
When set_transform(s, scaling(2, 2, 2))
And xs ← intersect(s, r)
Then xs.count = 2
And xs[0].t = 3
And xs[1].t = 7

However, I get 1.5 and 3.5 respectively.

Looks like I have some misunderstanding about how to do the calculations, because both on paper and in the code I arrive at the same conclusion. So, I will write out my intermediate calculations.

We start by creating a scaling matrix, which is the transformation attached to the sphere:

2 0 0 0
0 2 0 0
0 0 2 0
0 0 0 1

Then we invert it (since we need to transform the ray by the inverse of sphere’s transformation):

0.5   0   0  0
0   0.5   0  0     = F
0     0 0.5  0
0     0   0  1

Then we multiply original ray’s point component with it and get:

    0       0
F * 0  =    0
   -5    -2.5

Then we multiply original ray’s vector component with it and get:

    0       0
F * 0  =    0
    1     0.5

So, our new Ray is { Point(0,0,-2.5), Vector(0,0,0.5) }, which is a point that lies on Z axis, looking towards the sphere.

To demonstrate that the algorithm for finding intersections between ray and sphere is correct (without writing it out here), we calculate it backwards: we know that the sphere is radius 1, centered at (0,0,0). My intersections are: 1.5, 3.5, which are distances from ray origin (-2.5) to points on the sphere. -2.5 + 1.5 = -1 and -2.5 + 3.5 = 1, 1 - (-1) = 2, which is the sphere diameter, so it makes sense? Or does it?

Marked As Solved

jamis

jamis

Author of Mazes for Programmers and 1 other title

Hey, I’m glad you found a solution! However, I feel like there may be a deeper issue here. The approach described in the book (transforming the ray by the inverse of the sphere’s transformation matrix, and then running the ray/sphere intersection as described) really should have “just worked”. The fact that you got t values that were half what was expected suggests that at some point maybe you were using the original ray origin/direction somewhere, or perhaps using the wrong transformation matrix?

Ultimately, as long as you’re getting the right answer now, it’s all good. I just worry that you may be doing more work than is necessary to obtain those t values, which may come back to bite you later in the book when render times grow longer and longer and every computation counts.

I’d be happy to take a look at your code if its available somewhere, if that would be helpful.

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hgkjshegfskef

hgkjshegfskef

Helo Jamis, thank you for the reply and for the idea for the solution. The problem was with the implementation of quadratic equation solver, in particular, I was normalizing the direction vector of the transformed ray after converting it into object space. Lessons learned: don’t try to be too smart and go to wikipedia to implement line-sphere intersection according to their formula, just implement pseudocode from the book.

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