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lecture 18 - ray tracing - environment mapping
http://www.cim.mcgill.ca/~langer/557/18-slides.pdf
lecture 18 - ray tracing - environment mapping - refraction for each pixel (x,y) { cast a ray through that pixel into the scene, and find the closest surface along the ray through that pixel compute the RGB value, based on that surface } Recall Ray Casting(lectures 7, 8) Ray tracing is like ray casting, but now mirror reflections are allowed.
Ray Tracing Tutorial - GitHub Pages
https://sebastiandang.github.io/docs/cse168/RayTracing.pdf
Ray tracing is one of the numerous techniques that exist to render images with computers. The idea behind ray tracing is that physically correct images are composed by light and that light will usually come from a light source and bounce around as light rays (following a broken line path) in a scene before hitting our eyes or a camera.
Texture Mapping - Ray Tracer Challenge
http://raytracerchallenge.com/bonus/texture-mapping.html
Implementing a Cube Mapping Your cube mapping implementation will assume that it is mapping onto a cube with one corner at point (-1, -1, -1), and the opposite at point (1, 1, 1). It's no coincidence that this is also exactly the dimensions of …
Cube mapping - Wikipedia
https://en.wikipedia.org/wiki/Cube_mapping
CS384G - Ray Tracing Project Handout
https://www.cs.utexas.edu/~fussell/courses/cs384g/projects/raytracing/handout.shtml
Texture Mapping Ray Tracing Texture Mapping
http://irisa.fr/prive/kadi/Cours_LR2V/RayTracing_Texturing.pdf
Texture Mapping Sphere – How to compute Texture coordinates – Given an intersection P lying on a sphere – Compute its texture coordinates (s,t) as: π π π cos (x/( sin ( s)))/2 cos( / ) / t a r s a z r = = Texture Mapping & Illumination • Texture mapping can be used to alter some or all of the constants in the illumination equation:
A Minimal Ray-Tracer: Rendering Simple Shapes (Sphere, …
https://www.scratchapixel.com/lessons/3d-basic-rendering/minimal-ray-tracer-rendering-simple-shapes
If you remember what we said in the previous lesson, rays too can be defined using the following parametric equation: P = O + t D Where P is a point on the ray half-line, O is the ray origin and D the ray direction. The term t is called a parameter.
Tutorial 13: Cube Mapping - Newcastle University
https://research.ncl.ac.uk/game/mastersdegree/graphicsforgames/cubemapping/Tutorial%2013%20-%20Cube%20Mapping.pdf
the cube formed by the cube mapped textures, with the point where the ray intersects the cube being the texel sampled. So for example, a direction vector of ( 0, 1, 0 ) will sample from the middle of the positive y axis cube map texture, which in the example cube map above would be the sky. The cube
Ray Tracing: intersection and shading
https://www.cs.cornell.edu/courses/cs4620/2013fa/lectures/03raytracing1.pdf
Ray: a half line • Standard representation: point p and direction d – this is a parametric equation for the line – lets us directly generate the points on the line – if we restrict to t > 0 then we have a ray – note replacing d with ad doesn’t change ray (a > 0) 3
Dynamic Cube Mapping - YouTube
https://www.youtube.com/watch?v=gLrvTyaKUSA
This is an implementation of pseudo ray-tracing using dynamic cube maps. The faces of the cube map are generated by rendering the scene around the teapot to ...
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