My task is to produce the plot of a 2-dimensional function in real time using nothing but linear algebra and color (imagine having to compute an image buffer in plain C++ from a function definition, for example f(x,y) = x^2 + y^2). The output should be something like this 3d plot. So far I have tried 3 approaches:
1: Ray tracing:
Divide the (x,y) plane into triangles, find the z-values of each vertex, thus divide the plot into triangles. Intersect each ray with the triangles.
2: Sphere tracing:
a method for rendering implicit surfaces described here.
3: Rasterization:
The inverse of (1). Split the plot into triangles, project them onto the camera plane, loop over the pixels of the canvas and for each one choose the "closest" projected pixel.
All of these are way to slow. Part of my assignment is moving around the camera, so the plot has to be re-rendered in each frame. Please point me towards another source of information/another algorithm/any kind of help. Thank you.
EDIT
As pointed out, here is the pseudocode for my very basic rasterizer. I am aware that this code might not be flawless, but it should resemble the general idea. However, when splitting my plot into 200 triangles (which I do not expect to be enough) it already runs very slowly, even without rendering anything. I am not even using a depth buffer for visibility. I just wanted to test the speed by setting up a frame buffer as follows:
NOTE: In the JavaScript framework I am using, _
denotes array indexing and a..b
composes a list from a to b.
/*
* Raster setup.
* The raster is a pxH x pxW array.
* Raster coordinates might be negative or larger than the array dimensions.
* When rendering (i.e. filling the array) positions outside the visible raster will not be filled (i.e. colored).
*/
pxW := Width of the screen in pixels.
pxH := Height of the screen in pixels.
T := Transformation matrix of homogeneous world points to raster space.
// Buffer setup.
colBuffer = apply(1..pxW, apply(1..pxH, 0)); // pxH x pxW array of black pixels.
// Positive/0 if the point is on the right side of the line (V1,V2)/exactly on the line.
// p2D := point to test.
// V1, V2 := two vertices of the triangle.
edgeFunction(p2D, V1, V2) := (
det([p2D-V1, V2-V1]);
);
fillBuffer(V0, V1, V2) := (
// Dehomogenize.
hV0 = V0/(V0_3);
hV1 = V1/(V1_3);
hV2 = V2/(V2_3);
// Find boundaries of the triangle in raster space.
xMin = min(hV0.x, hV1.x, hV2.x);
xMax = max(hV0.x, hV1.x, hV2.x);
yMin = min(hV0.y, hV1.y, hV2.y);
yMax = max(hV0.y, hV1.y, hV2.y);
xMin = floor(if(xMin >= 0, xMin, 0));
xMax = ceil(if(xMax < pxW, xMax, pxW));
yMin = floor(if(yMin >= 0, yMin, 0));
yMax = ceil(if(yMax < pxH, yMax, pxH));
// Check for all points "close to" the triangle in raster space whether they lie inside it.
forall(xMin..xMax, x, forall(yMin..yMax, y, (
p2D = (x,y);
i = edgeFunction(p2D, hV0.xy, hV1.xy) * edgeFunction(p2D, hV1.xy, hV2.xy) * edgeFunction(p2D, hV2.xy, hV0.xy);
if (i > 0, colBuffer_y_x = 1); // Fill all points inside the triangle with some placeholder.
)));
);
mapTrianglesToScreen() := (
tvRaster = homogVerts * T; // Triangle vertices in raster space.
forall(1..(length(tvRaster)/3), i, (
actualI = i / 3 + 1;
fillBuffer(tvRaster_actualI, tvRaster_(actualI + 1), tvRaster_(actualI + 2));
));
);
// After all this, render the colBuffer.
What is wrong about this approach? Why is it so slow?
Thank you.