10-raytracing-basics

# 10-raytracing-basics - Lecture 11 Ray Tracing Basics...

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Lecture 11 Ray Tracing Basics

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Reading Highly recommended : •F o l e y et al.,16.12 Important: study the material before attempting project 2 if you want to save hours of debugging! • Hearn & Baker 3/E, 10.11 • Hearn & Baker 2/E, 14.6 • Glassner, chapter 1
Geometric optics • Modern theories of light treat it as both a wave and a particle. • We will take a combined and somewhat simpler view of light - the view of geometric optics . • Here are the rules of geometric optics: – Light is a flow of photons with wavelengths. We’ll call these flows “light rays.” – Light rays travel in straight lines in free space. – Light rays do not interfere with each other as they cross. – Light rays obey the laws of reflection and refraction. – Light rays travel from the light sources to the eye, but the physics is invariant under path reversal (reciprocity)

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Ray Tracing • A term from optics • A “physical” simulation of the particle theory of light • In the 1960s, ray tracing seemed like a great idea, but nobody could do it well enough to beat cheaper image synthesis methods. • These days, we can follow the simulation deeply enough to get great results! • But there are some visual phenomena that ray tracing cannot do.
Why Ray Tracing? • So far, we can do ray casting : – for each pixel in the projection plane, find the object visible at that pixel and – color that pixel according to the object color • What does this model miss? What if the object is reflective? Light Source Object Light Source Object Eye Ray

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Forward Ray Tracing • Rays emanate from light sources and bounce around in the scene. • Rays that pass through the projection plane and enter the eye contribute to the final image.
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## This note was uploaded on 10/19/2009 for the course COMP 341 taught by Professor Qu,huamin during the Spring '09 term at HKUST.

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10-raytracing-basics - Lecture 11 Ray Tracing Basics...

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