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Realtime Ray Tracing and Interactive Global Illumination - Scientific ...

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10 Chapter 2: An Introduction to <strong>Ray</strong> <strong>Tracing</strong><br />

2.2 The <strong>Ray</strong> <strong>Tracing</strong> Rendering Algorithm<br />

Whereas the concept of finding the intersection between a ray <strong>and</strong> a scene can<br />

be used for many different applications (e.g. [Durgin97, Plasi97, Agelet97]), it<br />

is most commonly used in the context of the traditional recursive ray tracing<br />

algorithm.<br />

2.2.1 Appel: First Approaches to <strong>Ray</strong> <strong>Tracing</strong><br />

The idea of using ray shooting for computing images is as old as 1968, <strong>and</strong><br />

was first introduced by Arthur Appel [Appel68] as an alternative method for<br />

solving the “hidden surface” problem for rendering solid objects. In order<br />

to compute a two-dimensional image of a three-dimensional scene, rays are<br />

generated from the virtual camera through each pixel, traced into the scene,<br />

<strong>and</strong> the closest object is determined (see Figure 2.1). The color of this ray<br />

is then determined based on the properties of this object.<br />

primary rays<br />

scene primitives<br />

eye<br />

eye<br />

virtual image plane<br />

image<br />

plane<br />

scene primitives<br />

Figure 2.1: The principle of ray casting: In order to compute an image of a<br />

scene as seen by a virtual camera, a “primary ray” is shot through each pixel<br />

of the virtual image plane, <strong>and</strong> cast into the scene (left). For each such ray,<br />

the closest object hit by this ray is determined by intersecting the ray with the<br />

geometric primitives that make up the scene (right).<br />

Additionally, the same concept of shooting rays for determining visibility<br />

can be used to shade the hit-point. For example, shadows can be computed by<br />

shooting “shadow rays” 5 into the direction of the light sources, to determine<br />

whether the respective light source is occluded from the hit surface point, or<br />

whether it is occluded. This concept of using shadow rays to influence the<br />

techniques usually are spatial techniques.<br />

5 Other commonly used names for shadow rays are “illumination rays”, “shadow feelers”,<br />

or “light feelers”.

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