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- Ray Tracing:
- Photorealism - The Holy Grail
- Ray Tracing:
- Basic Code
foreach pixel
ray = (eye, pixel-eye);
Intersect(Scene, ray);
end
- Issues:
- Which pixels?
- How do we perform intersections?
- How do we perform shading?
- How can we speed things up?
- How can we make things look better?
- Ray Tracing/Casting:
- Selecting the initial ray
- Setting: eyepoint, virtual screen
(an array of virtual pixels, and scene
are organized in convenient coordinate frames
(e.g. all in view or world frames)
- Ray: a half line determined by the eyepoint and a point
associated with a chosen pixel
- Interpretations:
- Ray is the path of photons that succesfully reach the eye
(we simulate selected photon transport through the scene)
- Ray is a sampling probe that gathers color/visibility information
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Readings: Red book, 14.7;
White book, 16.12.
CS488/688: Introduction to Interactive Computer Graphics
University of Waterloo
Computer Graphics Lab
cs488@cgl.uwaterloo.ca