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A wave tracing
https://en.wikipedia.org/wiki/Ray_tracing_(physics)#:~:text=In%20physics%2C%20ray%20tracing%20is%20a%20method%20for,change%20direction%2C%20or%20reflect%20off%20surfaces%2C%20complicating%20analysis.
Ray tracing (physics) - Wikipedia
https://en.wikipedia.org/wiki/Ray_tracing_(physics)
Geometrical Optics 101: Paraxial Ray Tracing Calculations
https://www.edmundoptics.com/knowledge-center/application-notes/optics/geometrical-optics-101-paraxial-ray-tracing-calculations/
PARAXIAL RAY TRACING STEPS: CALCULATING BFL OF A PCX LENS. Step 1: Enter Known Values. To begin, enter the known dimensional values of #49-849 into the ray-tracing sheet (Figure 2). Surface 0 is the object ... Step 2: Add a Marginal Ray to the System. Step 3: Calculate BFL with Equations and the Ray ...
Physics Tutorial: Ray Tracing and Problem-Solving
https://www.physicsclassroom.com/class/refrn/Lesson-2/Ray-Tracing-and-Problem-Solving
Check Your Understanding. 1. Determine the angle of refraction for the following two refraction problems. 2. Perform the necessary calculations at each boundary in order to trace the path of the light ray through the following series of layers. Use a ... 3. A ray of light in crown glass exits into ...
Ray tracing equations
http://sepwww.stanford.edu/public/docs/sep95/tariq1/paper_html/node13.html
Recall that pr2 = px2 + py2 . raysxz. Figure 9 Raypaths (solid curves) and corresponding wavefronts (dashed curves) for an inhomogeneous VTI model with vv = v =1.5+0.5 z +0.2 x km/s and .The black curves correspond to a ratio of the vertical S -wave to P -wave velocity of one half, and gray curves correspond to a zero vertical S -wave velocity.
Ray Tracing Essentials Part 6: The Rendering Equation
https://developer.nvidia.com/blog/ray-tracing-essentials-part-6-the-rendering-equation/
NVIDIA recently published Ray Tracing Gems, a deep-dive into best practices for real-time ray tracing.The book was made free-to-download, to help all developers embrace the bleeding edge of rendering technology. Ray Tracing Essentials is a seven-part video series hosted by the editor of Ray Tracing Gems, NVIDIA’s Eric Haines.The aim of this program is to make developers …
Ray Tracing - University of Washington
https://courses.cs.washington.edu/courses/csep557/19sp/assets/lectures/ray-tracing-1pp.pdf
Ray-tracing pseudocode We build a ray traced image by casting rays through each of the pixels. functiontraceImage(scene): for each pixel (i, j) in image A= pixelToWorld(i, j) P= C d= (A–P )/|| A–P || I(i,j)= traceRay(scene, P, d) end for end function functiontraceRay(scene, P, d): (t Ç, N, mtrl) ¬scene.intersect(P, d) Qßray (P, d) evaluated at t Ç
Ray Tracing Basics I
http://cs.rit.edu/~jmg/courses/cgII/20072/slides/2-2-raytraceBasics1.pdf
Most of the computation in ray tracing is determining ray object-intersection When a ray intersects an object, we need to know: Point of intersection Normal of surface at point of intersection Ray-Sphere Intersection The Sphere A sphere can be defined by: Center (x c, y c, z c) Radius r Equation of a point (x s, y s, z s) on a sphere:
Ray Tracing Basics
https://web.cse.ohio-state.edu/~shen.94/681/Site/Slides_files/basic_algo.pdf
c,z. c) and radius R can be represented as: (x-x. c) + (y-y. c) + (z-z. c) - R = 0 For a point pon the sphere, we can write the above in vector form: (p-c). (p-c) - R = 0 (note ‘.’ is a dot product) We can plug the point on the ray p(t) = e+ t d. (e+td-c). (e+td-c) - R = 0 and yield (d.d) t + 2d.
Section 9 Paraxial Raytracing - University of Arizona
https://wp.optics.arizona.edu/jgreivenkamp/wp-content/uploads/sites/11/2019/01/201-202-09-Paraxial-Raytracing.pdf
Raytrace Example – Forward Ray First, trace a ray parallel to the axis in object space to determine the rear focal point and rear principal plane. y 1 arbitrarily chosen to equal 1 y yy .01467 .9333 0 3 F' Object Surface Space 1 Surface 1 Space 2 Space 3Surface 2 Image Surface C t n- t/n-.01 Ray * * + = = * + + = = +? *
Reflections and Refractions in Ray Tracing
https://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf
The calculation of the refracted ray starts with Snell’s law [1] which tellsthatthe products of therefractiveindices and sines of the angles must be equal: η 1sinθ i = η 2sinθ t (15) You can write this as: sinθ t = η 1 η 2 sinθ i (16) Withthis equation, you can already see there’s a bit of a prob-lem when sinθ 1 > η2 η1. If that’s the case, sinθ
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