Ray Tracing. Jerry Sui Adam Conner. Part I – Introduction to Ray Tracing. Final Product. Part I – Introduction to Ray Tracing. Trace the rays backward from the viewpoint through each pixel and into the scene (reverse direction of light propagation).
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Ray Tracing is global lighting model.
Cast rays into the scene:
Ray: a point (xo, yo, zo) and the direction (unit vector)
ax + by + cz + d = 0
n = (a, b, c)
Intersection with X-axis: -d/a
Intersection with Y-axis: -d/b
Intersection with Z-axis: -d/c
nPart II – Ray-object Intersection
vd = (xd, yd, zd) direction vector (unit); pd = po + tvd
a(xo + txd) + b(yo + tyd) + c(zo + tzd) + d = 0
Solve: t = -(axo+byo+czo+d) / (axd+byd+czd)
= -(n po + d) / n vd
Most of the work in ray tracing goes into calculation of intersections between rays and surfaces.
Calculations of some ray-object intersections could be pretty hard.
The color at the intersection point depends on
TPart III – Color at Intersection
e = 2.718… (base of natural logarithm)
R: transparency factor (0, 1)
D: distance the ray travelled.