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Calculating reflected ray - Paul Bourke

    http://www.paulbourke.net/geometry/reflected/
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Reflections and Refractions in Ray Tracing

    https://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf
    calculate how much light is reflected or transmitted (yes, it’s possible). Attheend, you’ll havesome usable formulastouse in your latest ray tracer. 1 Introduction η 1 η 2 i r⊥ i i⊥ r t t r t⊥ n θ i θ r θ t Figure 1: the situation In Figure 1 we have an interface (= surface) between two ma-terials with different refractive ...

c++ - Ray Tracing - Reflection - Stack Overflow

    https://stackoverflow.com/questions/22191070/ray-tracing-reflection
    traceray (ray ray, int counter) { // look through the intersection between ray and list of objects // find the final index aka the winning index, (if final index == -1, return background color) // then calculate the intersection point // perform reflection calculation here if (counter > 1 && winning object's reflectivity > 1 ) { //get the …

CS434-06-Ray Tracing - cs.purdue.edu

    https://www.cs.purdue.edu/cgvlab/courses/434/434Spring2022/lectures/CS434-06-Ray%20Tracing.pdf
    • trace the ray into the scene • get the first hit object //visibility • evaluate its illumination • cast shadow rays //shadows • trace the reflected ray (if any) • trace the refracted ray (if any) • accumulate the results • also called the Whitted illumination model 3 …

Raytracing Reflection, Refraction, Fresnel, Total Internal …

    https://blog.demofox.org/2017/01/09/raytracing-reflection-refraction-fresnel-total-internal-reflection-and-beers-law/
    When shading a point on the surface, you would calculate both the reflected color at that point on the surface, and the diffuse shaded color at that point, but you multiply the reflected color by 0.02 and the diffuse shaded color by 0.98 and add them together. Doing this gives a result like the below:

Ray Tracing - irisa.fr

    https://www.irisa.fr/prive/kadi/Master_Recherche/cours_CTR/RayTracing.pdf
    nearest intersected surface refracted ray reflected ray shadow “feeler” ray Principle Principle 2D Example right = towards x up Θ = frustum half-angle d = distance to view plane P1 = P0 + d*towards – d*tan(Θ)*right P2 = P0 + d*towards + d*tan(Θ)*right P = P1 + (i+ 0.5) * ((P2 - P1) /width) = P1 + (i+ 0.5) * (2*d*tan (Θ)/width)*right

Ray Tracing Algorithm - Virginia Tech

    https://people.cs.vt.edu/yongcao/teaching/csx984/fall2011/documents/Lecture4_RayTracing_Algorithm.pdf
    You raytrace the refracted ray. 1. Lights 2. Reflection 3. Refraction S Ashiny, transparent S B,S Ddiffuse,opaque S Cshiny, opaque Light Eye S C S A S D P A S B Ray Tracing Algorithm

Physics Tutorial: Ray Tracing and Problem-Solving

    https://www.physicsclassroom.com/class/refrn/Lesson-2/Ray-Tracing-and-Problem-Solving
    Draw the refracted ray at 0 degrees (i.e., trace the incident ray straight through the first boundary). At the second boundary, the normal line must be drawn (labeled N) and the angle of incidence (between the incident ray and the normal) must be measured. This is shown on the diagram at the right.

How to calculate ray - Computer Graphics Stack Exchange

    https://computergraphics.stackexchange.com/questions/8479/how-to-calculate-ray
    In ray-tracing technique critical point is to calculate rays which came out from eye E to target T through pixel P i j on viewport. The "viewport" is represented as rectangle divided to square pixels - this rectangle is perpendicular to line which go through points E, C (viewport center) and T.

Reflected vs Scattered Ray - RAYmaps

    https://www.raymaps.com/index.php/reflection-vs-scattering-in-ray-tracing/reflected_scattered_ray/
    Published on September 24, 2016 in Reflection vs Scattering in Ray-Tracing Full resolution (560 × 420) Reflected vs Scattered Ray. Reflected vs Scattered Ray. Author: John (YA) John has over 20 years of Research and Development experience in the field of Wireless Communications. He has worked for a number of companies around the world ...

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