Graphics & Media Lab. >> Курсы >>
Курс Ю.М.Баяковского 1999
Ray Tracing
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tuned for specular and transparent objects
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global illumination for specular light
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partly physics-based: geometric optics
Ray tracing tree
raytrace( ray )
o find closest intersection
o cast shadow ray, calculate colour_local
o colour_reflect = raytrace( reflected_ray )
o colour_refract = raytrace( refracted_ray )
o colour = k1*colour_local + k2*colour_reflect + k3*colour_refract
o return( colour )
Comments
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computationally expensive
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avoid intersection calculations
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optimize intersection calculations
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many other optimizations
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antialiasing
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distributed ray tracing
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shadow penumbra
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depth of field
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motion blur
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antialiasing
Graphics & Media Lab. >> Библиотека
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