OpenGL ray tracing using inverse transformations












1















I have a pipeline that uses model, view and projection matrices to render a triangle mesh.



I am trying to implement a ray tracer that will pick out the object I'm clicking on by projecting the ray origin and direction by the inverse of the transformations.



When I just had a model (no view or projection) in the vertex shader I had



Vector4f ray_origin = model.inverse() * Vector4f(xworld, yworld, 0, 1);
Vector4f ray_direction = model.inverse() * Vector4f(0, 0, -1, 0);


and everything worked perfectly. However, I added a view and projection matrix and then changed the code to be



Vector4f ray_origin = model.inverse() * view.inverse() *  projection.inverse() * Vector4f(xworld, yworld, 0, 1);
Vector4f ray_direction = model.inverse() * view.inverse() * projection.inverse() * Vector4f(0, 0, -1, 0);


and nothing is working anymore. What am I doing wrong?










share|improve this question





























    1















    I have a pipeline that uses model, view and projection matrices to render a triangle mesh.



    I am trying to implement a ray tracer that will pick out the object I'm clicking on by projecting the ray origin and direction by the inverse of the transformations.



    When I just had a model (no view or projection) in the vertex shader I had



    Vector4f ray_origin = model.inverse() * Vector4f(xworld, yworld, 0, 1);
    Vector4f ray_direction = model.inverse() * Vector4f(0, 0, -1, 0);


    and everything worked perfectly. However, I added a view and projection matrix and then changed the code to be



    Vector4f ray_origin = model.inverse() * view.inverse() *  projection.inverse() * Vector4f(xworld, yworld, 0, 1);
    Vector4f ray_direction = model.inverse() * view.inverse() * projection.inverse() * Vector4f(0, 0, -1, 0);


    and nothing is working anymore. What am I doing wrong?










    share|improve this question



























      1












      1








      1








      I have a pipeline that uses model, view and projection matrices to render a triangle mesh.



      I am trying to implement a ray tracer that will pick out the object I'm clicking on by projecting the ray origin and direction by the inverse of the transformations.



      When I just had a model (no view or projection) in the vertex shader I had



      Vector4f ray_origin = model.inverse() * Vector4f(xworld, yworld, 0, 1);
      Vector4f ray_direction = model.inverse() * Vector4f(0, 0, -1, 0);


      and everything worked perfectly. However, I added a view and projection matrix and then changed the code to be



      Vector4f ray_origin = model.inverse() * view.inverse() *  projection.inverse() * Vector4f(xworld, yworld, 0, 1);
      Vector4f ray_direction = model.inverse() * view.inverse() * projection.inverse() * Vector4f(0, 0, -1, 0);


      and nothing is working anymore. What am I doing wrong?










      share|improve this question
















      I have a pipeline that uses model, view and projection matrices to render a triangle mesh.



      I am trying to implement a ray tracer that will pick out the object I'm clicking on by projecting the ray origin and direction by the inverse of the transformations.



      When I just had a model (no view or projection) in the vertex shader I had



      Vector4f ray_origin = model.inverse() * Vector4f(xworld, yworld, 0, 1);
      Vector4f ray_direction = model.inverse() * Vector4f(0, 0, -1, 0);


      and everything worked perfectly. However, I added a view and projection matrix and then changed the code to be



      Vector4f ray_origin = model.inverse() * view.inverse() *  projection.inverse() * Vector4f(xworld, yworld, 0, 1);
      Vector4f ray_direction = model.inverse() * view.inverse() * projection.inverse() * Vector4f(0, 0, -1, 0);


      and nothing is working anymore. What am I doing wrong?







      c++ opengl raytracing






      share|improve this question















      share|improve this question













      share|improve this question




      share|improve this question








      edited Nov 25 '18 at 15:31









      Rabbid76

      36.2k113247




      36.2k113247










      asked Nov 25 '18 at 11:42









      LivingRobotLivingRobot

      367620




      367620
























          1 Answer
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          2














          If you use perspective projection, then I recommend to define the ray by a point on the near plane and another one on the far plane, in normalized device space. The z coordinate of the near plane is -1 and the z coordinate of the far plane 1. The x and y coordinate have to be the "click" position on the screen in the range [-1, 1] The coordinate of the bottom left is (-1, -1) and the coordinate of the top right is (1, 1). The window or mouse coordinates can be mapped linear to the NDCs x and y coordinates:



          float x_ndc = 2.0 * mouse_x/window_width - 1.0;
          flaot y_ndc = 1.0 - 2.0 * mouse_y/window_height; // flipped

          Vector4f p_near_ndc = Vector4f(x_ndc, y_ndc, -1, 1); // z near = -1
          Vector4f p_far_ndc = Vector4f(x_ndc, y_ndc, 1, 1); // z far = 1


          A point in normalized device space can be transformed to model space by the inverse projection matrix, then the inverse view matrix and finally the inverse model matrix:



          Vector4f p_near_h = model.inverse() * view.inverse() *  projection.inverse() * p_near_ndc;
          Vector4f p_far_h = model.inverse() * view.inverse() * projection.inverse() * p_far_ndc;


          After this the point is a Homogeneous coordinates, which can be transformed by a Perspective divide to a Cartesian coordinate:



          Vector3f p0 = p_near_h.head<3>() / p_near_h.w();
          Vector3f p1 = p_far_h.head<3>() / p_far_h.w();


          The "ray" in model space, defined by point r and a normalized direction d finally is:



          Vector3f r = p0;
          Vector3f d = (p1 - p0).normalized()





          share|improve this answer


























          • I'm trying this and still not quite intersecting. It seems to be off by quite a large factor as the ray_origin is all > 1, when previously it was all between 0 and 1.

            – LivingRobot
            Nov 27 '18 at 1:42













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          1 Answer
          1






          active

          oldest

          votes








          1 Answer
          1






          active

          oldest

          votes









          active

          oldest

          votes






          active

          oldest

          votes









          2














          If you use perspective projection, then I recommend to define the ray by a point on the near plane and another one on the far plane, in normalized device space. The z coordinate of the near plane is -1 and the z coordinate of the far plane 1. The x and y coordinate have to be the "click" position on the screen in the range [-1, 1] The coordinate of the bottom left is (-1, -1) and the coordinate of the top right is (1, 1). The window or mouse coordinates can be mapped linear to the NDCs x and y coordinates:



          float x_ndc = 2.0 * mouse_x/window_width - 1.0;
          flaot y_ndc = 1.0 - 2.0 * mouse_y/window_height; // flipped

          Vector4f p_near_ndc = Vector4f(x_ndc, y_ndc, -1, 1); // z near = -1
          Vector4f p_far_ndc = Vector4f(x_ndc, y_ndc, 1, 1); // z far = 1


          A point in normalized device space can be transformed to model space by the inverse projection matrix, then the inverse view matrix and finally the inverse model matrix:



          Vector4f p_near_h = model.inverse() * view.inverse() *  projection.inverse() * p_near_ndc;
          Vector4f p_far_h = model.inverse() * view.inverse() * projection.inverse() * p_far_ndc;


          After this the point is a Homogeneous coordinates, which can be transformed by a Perspective divide to a Cartesian coordinate:



          Vector3f p0 = p_near_h.head<3>() / p_near_h.w();
          Vector3f p1 = p_far_h.head<3>() / p_far_h.w();


          The "ray" in model space, defined by point r and a normalized direction d finally is:



          Vector3f r = p0;
          Vector3f d = (p1 - p0).normalized()





          share|improve this answer


























          • I'm trying this and still not quite intersecting. It seems to be off by quite a large factor as the ray_origin is all > 1, when previously it was all between 0 and 1.

            – LivingRobot
            Nov 27 '18 at 1:42


















          2














          If you use perspective projection, then I recommend to define the ray by a point on the near plane and another one on the far plane, in normalized device space. The z coordinate of the near plane is -1 and the z coordinate of the far plane 1. The x and y coordinate have to be the "click" position on the screen in the range [-1, 1] The coordinate of the bottom left is (-1, -1) and the coordinate of the top right is (1, 1). The window or mouse coordinates can be mapped linear to the NDCs x and y coordinates:



          float x_ndc = 2.0 * mouse_x/window_width - 1.0;
          flaot y_ndc = 1.0 - 2.0 * mouse_y/window_height; // flipped

          Vector4f p_near_ndc = Vector4f(x_ndc, y_ndc, -1, 1); // z near = -1
          Vector4f p_far_ndc = Vector4f(x_ndc, y_ndc, 1, 1); // z far = 1


          A point in normalized device space can be transformed to model space by the inverse projection matrix, then the inverse view matrix and finally the inverse model matrix:



          Vector4f p_near_h = model.inverse() * view.inverse() *  projection.inverse() * p_near_ndc;
          Vector4f p_far_h = model.inverse() * view.inverse() * projection.inverse() * p_far_ndc;


          After this the point is a Homogeneous coordinates, which can be transformed by a Perspective divide to a Cartesian coordinate:



          Vector3f p0 = p_near_h.head<3>() / p_near_h.w();
          Vector3f p1 = p_far_h.head<3>() / p_far_h.w();


          The "ray" in model space, defined by point r and a normalized direction d finally is:



          Vector3f r = p0;
          Vector3f d = (p1 - p0).normalized()





          share|improve this answer


























          • I'm trying this and still not quite intersecting. It seems to be off by quite a large factor as the ray_origin is all > 1, when previously it was all between 0 and 1.

            – LivingRobot
            Nov 27 '18 at 1:42
















          2












          2








          2







          If you use perspective projection, then I recommend to define the ray by a point on the near plane and another one on the far plane, in normalized device space. The z coordinate of the near plane is -1 and the z coordinate of the far plane 1. The x and y coordinate have to be the "click" position on the screen in the range [-1, 1] The coordinate of the bottom left is (-1, -1) and the coordinate of the top right is (1, 1). The window or mouse coordinates can be mapped linear to the NDCs x and y coordinates:



          float x_ndc = 2.0 * mouse_x/window_width - 1.0;
          flaot y_ndc = 1.0 - 2.0 * mouse_y/window_height; // flipped

          Vector4f p_near_ndc = Vector4f(x_ndc, y_ndc, -1, 1); // z near = -1
          Vector4f p_far_ndc = Vector4f(x_ndc, y_ndc, 1, 1); // z far = 1


          A point in normalized device space can be transformed to model space by the inverse projection matrix, then the inverse view matrix and finally the inverse model matrix:



          Vector4f p_near_h = model.inverse() * view.inverse() *  projection.inverse() * p_near_ndc;
          Vector4f p_far_h = model.inverse() * view.inverse() * projection.inverse() * p_far_ndc;


          After this the point is a Homogeneous coordinates, which can be transformed by a Perspective divide to a Cartesian coordinate:



          Vector3f p0 = p_near_h.head<3>() / p_near_h.w();
          Vector3f p1 = p_far_h.head<3>() / p_far_h.w();


          The "ray" in model space, defined by point r and a normalized direction d finally is:



          Vector3f r = p0;
          Vector3f d = (p1 - p0).normalized()





          share|improve this answer















          If you use perspective projection, then I recommend to define the ray by a point on the near plane and another one on the far plane, in normalized device space. The z coordinate of the near plane is -1 and the z coordinate of the far plane 1. The x and y coordinate have to be the "click" position on the screen in the range [-1, 1] The coordinate of the bottom left is (-1, -1) and the coordinate of the top right is (1, 1). The window or mouse coordinates can be mapped linear to the NDCs x and y coordinates:



          float x_ndc = 2.0 * mouse_x/window_width - 1.0;
          flaot y_ndc = 1.0 - 2.0 * mouse_y/window_height; // flipped

          Vector4f p_near_ndc = Vector4f(x_ndc, y_ndc, -1, 1); // z near = -1
          Vector4f p_far_ndc = Vector4f(x_ndc, y_ndc, 1, 1); // z far = 1


          A point in normalized device space can be transformed to model space by the inverse projection matrix, then the inverse view matrix and finally the inverse model matrix:



          Vector4f p_near_h = model.inverse() * view.inverse() *  projection.inverse() * p_near_ndc;
          Vector4f p_far_h = model.inverse() * view.inverse() * projection.inverse() * p_far_ndc;


          After this the point is a Homogeneous coordinates, which can be transformed by a Perspective divide to a Cartesian coordinate:



          Vector3f p0 = p_near_h.head<3>() / p_near_h.w();
          Vector3f p1 = p_far_h.head<3>() / p_far_h.w();


          The "ray" in model space, defined by point r and a normalized direction d finally is:



          Vector3f r = p0;
          Vector3f d = (p1 - p0).normalized()






          share|improve this answer














          share|improve this answer



          share|improve this answer








          edited Nov 25 '18 at 15:35

























          answered Nov 25 '18 at 15:30









          Rabbid76Rabbid76

          36.2k113247




          36.2k113247













          • I'm trying this and still not quite intersecting. It seems to be off by quite a large factor as the ray_origin is all > 1, when previously it was all between 0 and 1.

            – LivingRobot
            Nov 27 '18 at 1:42





















          • I'm trying this and still not quite intersecting. It seems to be off by quite a large factor as the ray_origin is all > 1, when previously it was all between 0 and 1.

            – LivingRobot
            Nov 27 '18 at 1:42



















          I'm trying this and still not quite intersecting. It seems to be off by quite a large factor as the ray_origin is all > 1, when previously it was all between 0 and 1.

          – LivingRobot
          Nov 27 '18 at 1:42







          I'm trying this and still not quite intersecting. It seems to be off by quite a large factor as the ray_origin is all > 1, when previously it was all between 0 and 1.

          – LivingRobot
          Nov 27 '18 at 1:42




















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