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Part
One of this article investigated the use of sphere mapping to simulate
curved-surface reflections. Part Two looks
at how refractive texture mapping can be implemented to simulate refractions.
The
steps to implement refractive texture mapping are similar to those used
in Part One, but instead of figuring out the reflected ray, the refracted
ray is computed. These rays are then used to "hit" the texture
generating the UV coordinates. The texture doesn't need to be spherical;
a simple planar map produces the best results. Finally, the polygons
are sent to the hardware to be transformed and rendered. As usual, several
details need to be considered for implementation.
Refracted
Ray: Is Snell's Law Really Necessary?
The
refracted ray (Figure 10) is obtained from the Snell's law that states:
n1*sin (q1) = n2*sin (q2) (Equation 7)
n1 = index of refraction for medium 1 (incident ray)
n2 = index of refraction for medium 1 (refracted ray)
q1= angle between the incident ray and the surface normal
q2= angle between the refracted ray and the surface normal
I need
to share an observation here, because I spent couple of weeks thinking
about the problem of the refracted ray. When I realized that I had to
use angles to compute the refracted ray, two things entered my mind:
first, that it was going to be slow, and second, that the math was going
to get complicated. It turned out that computing the refracted ray in
3D space was no exception. As is usual for me, every time I see angles
in computer graphics algorithms I don't like it. Among other problems,
angles are ambiguous, and normally difficult to work because the algebraic
manipulations require special attention with quadrants, conventions,
and so on. In spite of my frustration, I finally had an idea: Could
I approximate the refracted ray by using another type of calculation
rather than Snell's law? Luckily, the answer was yes. There might be
several different ways, but here I'll present the one that I came up
with that gave me satisfactory results.
Approximating
the Refracted Ray
It
is possible to approximate the refracted ray by adding the incident
ray with the inverted normal and multiplying a factor to the normal.
In this article it's called "refraction factor." This refraction
factor has nothing to do with the index of refraction (Snell's Law).
Indeed the refraction factor is a made up term. What the refraction
factor does is to weight the normal's contribution to the final expression.
For instance, if the refraction factor is zero, the refracted ray is
equal to the incident ray. On the other hand if the refraction factor
is a big value, the incident ray's contribution will be so small that
the final refracted ray is the inverted normal. By looking at Figure
11 the final expression is:
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Figure
11. Approximating the refracted ray
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By
using Equation 8 to compute the refracted ray, we get rid of angular
formulas. Also, because of its nice format, the implementation is straightforward.
Figure 12 shows the refracted ray computed by Equation 8 displayed in
debug mode.
"Hitting"
The Texture Map
Once
the refracted ray has been computed, two more steps are required to
get the UV coordinates for rendering. First, the ray needs to be extended
to see where it hits the texture map. Second, linear interpolation is
used to transform the intersection point to UV coordinates. Note that
one more variable is necessary, the depth -- that is, how deep the ray
needs to travel until it hits the map. This can be easily done by using
the parametric line equation in 3D space. By looking at the line equation
we have:
x=
x0 + Rfx*t (Equation 9)
y= y0 + Rfy*t
z= z0 + Rfz*t, where:
Rfx,
Rfy, Rfz = components of the refracted ray
x, y, z = point of intersection
x0, y0, z0 = initial point
t = parameter
In
Equation 9, x0, z0, and y0 are the coordinates of the vertex being processed.
Now the program needs to figure out where would be the new XZ coordinates.
This can be done by computing the t parameter using the y part of the
line equation and the y component from the refracted ray, so that:
y
- y0 = Rfy*t,
t = (y - y0) / Rfy (Equation 10)
What
is y - y0 exactly? Here is where the variable depth comes into scene.
The term y - y0 tells how far down the ray travels, so y - y0 can be
replaced by the depth. As y0 is moving up and down throughout the mesh
because of the perturbations, the final depth needs to be computed correctly
to make sure all the rays stop at the same depth. This is done by adding
the initial depth (given variable) plus the displacement between the
mesh's initial y and the current vertex. Equation 11 shows how the final
t parameter is computed, and Figure 13 a side view of the mesh.
p
= pi + (yi - y0)
t = p / Rfy, where: (Equation 11)
p
= final depth
pi = initial depth
yi = initial y mesh (mesh without any perturbations)
y0 = current vertex's y component
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Figure
13. Intersecting the Map
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Once
the t parameter has been computed, the z and x part of the line equation
is used to compute the ZX intersection. Then, simple linear interpolation
is used to transform the new ZX values (intersected point) into UV coordinates.
The x-max, x-min, z-max and z-min from the mesh are used for the interpolation.
Equation 2 is used, but
this time the x-min, x-intersected and x-max values are used to compute
the U coordinate. Equally, the z-min, z-intersected z-max values are
used to compute the V coordinate. The final equations are:

u,
v = texture coordinates
xi = mesh's x minimum value
xe = mesh's x maximum value
zi = mesh's z minimum value
ze = mesh's z maximum value
If
we replace xe - xi by the length in the X dimension and ze - zi by the
length in the Z dimension we have:
u = (x - xi) / (x_length) (Equation 12)
v = (z - zi) / (z_length), where: (Equation 13)
x_length = xe - xi
z_length = ze - zi
By
getting the UV coordinates with these procedures, a problem arises.
Depending on the depth and the vertices' positions (especially the ones
close to the mesh borders), the refracted ray may not hit the map. What
that means is that the intersection region won't be valid, therefore
generating or negative UV coordinates, or UV coordinates greater than
1.0. With some hardware, these UV coordinates will make the textures
warp, creating undesirable artifacts.
A
few things can be done to correct this problem. The simplest way is
just to clamp the UV values if they are invalid. Some "ifs"
can be added to the inner loop checking for invalid UV coordinates,
for example, if they are negative they are clamped to 0 and if they
go over 1 they are clamped to 1. This procedure can still generate undesirable
artifacts, but depending on the camera position and the texture, it
may not be too noticeable. Another way is to figure out what would be
the maximum and minimum X and Z values the refracted ray can generate
at the corners of the mesh (with the maximum angle). Then you can change
the interpolation limits taking into account this fact. Now, instead
of interpolating the UV from 0 to 1, let's say for example they would
go from 0.1 to 0.9. By doing this, even when the X and Z values extrapolate
the limits, the UV coordinates are still in range. My sample program
uses the first approach, and Listing 4 shows the implementation of refractive
texture mapping.
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