The ray may also bounce and hit other objects and pick up color and lighting information from them. If a ray passing through a pixel and out into the 3D scene hits a primitive, then the distance along the ray from the origin (camera or eye point) to the primitive is determined, and the color data from the primitive contributes to the final color of the pixel. Ray casting is the process in a ray tracing algorithm that shoots one or more rays from the camera (eye position) through each pixel in an image plane, and then tests to see if the rays intersect any primitives (triangles) in the scene.The following section introduces rendering and ray tracing basics along with commonly used terminology.įigure 1: Ray Tracing Basics Ray Tracing Fundamentals Other applications include those in architecture, engineering, and lighting design. The primary application of ray tracing is in computer graphics, both non-real-time (film and television) and real-time (video games). Now turn that around and follow the path of those beams backwards from your eye to the objects that light interacts with. The objects you’re seeing are illuminated by beams of light. This reverse tracing process of eye/camera to light source is chosen because it is far more efficient than tracing all light rays emitted from light sources in multiple directions.Īnother way to think of ray tracing is to look around you, right now. All of these interactions are combined to produce the final color and illumination of a pixel that is then displayed on the screen. As it traverses the scene, the light may reflect from one object to another (causing reflections), be blocked by objects (causing shadows), or pass through transparent or semi-transparent objects (causing refractions). Ray tracing generates computer graphics images by tracing the path of light from the view camera (which determines your view into the scene), through the 2D viewing plane (pixel plane), out into the 3D scene, and back to the light sources. Ray tracing is a rendering technique that can realistically simulate the lighting of a scene and its objects by rendering physically accurate reflections, refractions, shadows, and indirect lighting.
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