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

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

Camera<br />

Point<br />

light<br />

source<br />

Point<br />

light<br />

source<br />

Camera<br />

Point<br />

light<br />

source<br />

Point<br />

light<br />

source<br />

Glass Object<br />

(reflective & refractive)<br />

Glass Object<br />

(reflective & refractive)<br />

a.)<br />

b.)<br />

Camera<br />

Point<br />

light<br />

source<br />

Point<br />

light<br />

source<br />

Camera<br />

Point<br />

light<br />

source<br />

Point<br />

light<br />

source<br />

Glass Object<br />

(reflective & refractive)<br />

Glass Object<br />

(reflective & refractive)<br />

c.)<br />

d.)<br />

Figure 2.2: Recursive (whitted-style) ray tracing in a simple scene consisting<br />

of a camera, some diffuse geometry, a partially specular glass object, <strong>and</strong><br />

two point light sources (a): A primary ray from the camera hits an object.<br />

While “shading” that ray, shadow rays are sent towards the two light source<br />

to determine their visibility (b). In order to compute reflection off the glass,<br />

a secondary ray is recursively traced into the reflection direction to compute<br />

the amount of incoming light. To do this, it can cast new shadow rays, or – if<br />

necessary – additional reflection or refraction rays (c). After having finished<br />

the reflection ray, the glass shader also computes the refraction direction, <strong>and</strong><br />

recursively casts a refraction ray (d).<br />

usually goverened by well-known physical formulae), recursively tracing this<br />

ray, <strong>and</strong> taking into account how much of this incoming light is actually<br />

reflected into the direction of the incoming ray. By successively performing<br />

these operations for each pixel in the virtual image plane, eventually the color<br />

of all the pixels are computed, <strong>and</strong> the rendered image can be displayed.<br />

In this recursive form, ray tracing has first been used by Turner Whitted<br />

[Whitted80] in 1980. Therefore, it is often termed “whitted-style” ray<br />

tracing, or “recursive” ray tracing 7 . It is this recursive application of ray<br />

tracing that is most commonly used, <strong>and</strong> what most people associate with<br />

the term “ray tracing”.<br />

7 Other popular names for whitted-style ray tracing are “classical” ray tracing, or “fullfeatured<br />

ray tracing”.

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