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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 intersection normal, vector N //Calculate the …
Simple Ray Tracing in C# Part III (Reflection) - CodeProject
https://www.codeproject.com/articles/19928/simple-ray-tracing-in-c-part-iii-reflection
15 Jul 2016 GPL3 1 min read. Ray tracing in C# part III - implementing reflection. Download source. Download binaries. recursivity level = 10. recursivity level = 2. Center Sphere alpha = 0.2 ( simulating glass refraction ) Other Spheres have alpha = …
Ray Tracing | NVIDIA Developer
https://developer.nvidia.com/discover/ray-tracing
Ray tracing is a rendering technique that can realistically simulate the lighting of a scene and its objects by rendering physically accurate reflections, refractions, shadows, and indirect lighting. Ray tracing generates computer graphics images by tracing the path of light from the view camera (which determines your view into the scene), through the 2D viewing plane (pixel …
graphics - glossy reflection in ray tracing - Stack Overflow
https://stackoverflow.com/questions/15846867/glossy-reflection-in-ray-tracing
Colour c(0, 0, 0); for (int i = 0; i < 80; i++) { Ray3D testRay; double a = rand() / (double) RAND_MAX; double b = rand() / (double) RAND_MAX; double theta = acos(pow((1 - a), ray.intersection.mat->reflectivity)); double phi = 2 * M_PI * b; double x = sin(phi) * cos(theta)/16; double y = sin(phi) * sin(theta)/16; double z = cos(phi); Vector3D u = …
Reflections and Refractions in Ray Tracing - Stanford University
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
Ray Tracing - University of Washington
https://courses.cs.washington.edu/courses/csep557/19sp/assets/lectures/ray-tracing-1pp.pdf
Ray-tracing pseudocode, revisited functiontraceRay(scene, P, d): (t Ç, N, mtrl) ¬scene.intersect(P, d) Qßray (P, d) evaluated at t Ç I= shade (scene, mtrl, Q, N, d) R= reflectDirection(N, d) I ¬I+ mtrl.k s*traceRay(scene, Q, R) ifray is entering object then hi= index_of_air(=1.0003) h t= mtrl.index else hi= mtrl.index ht= index_of_air(=1.0003)
Introduction to Computer Graphics, Section 8.1 -- Ray Tracing
https://math.hws.edu/graphicsbook/c8/s1.html
8.1.2 Recursive Ray Tracing. Basic ray casting can be used to compute OpenGL-style rendering and, with the addition of shadow rays, to implement shadows as well. More features can be implemented by casting a few more rays. The improved algorithm is called ray tracing. Consider specular reflection. In OpenGL, specular reflection can make an object look shiny in the sense …
Ray Tracing Algorithm - Virginia Tech
https://people.cs.vt.edu/yongcao/teaching/csx984/fall2011/documents/Lecture4_RayTracing_Algorithm.pdf
Ray Tracing Algorithm Copyright © 2010 by Yong Cao Recursive algorithm Function main() for each pixel (c,r) on screen determine ray r c,r from eye through pixel color(c,r) = raytrace(r c,r ) end for End Function raytrace(r) find closest intersection P of ray with objects c local = Sum(shadowRays(P,Light i)) c re = raytrace(r re) c ra = raytrace(r ra)
Basic Ray Tracing - Inspiring Innovation
https://www.csee.umbc.edu/~adamb/435/Slides/raytrace.pdf
Full Ray-Tracing • For each pixel – Compute ray direction – Find closest surface – For each light • Shoot shadow ray • If not shadowed, add direct illumination – Shoot ray in reflection direction – Shoot ray in refraction direction Dielectric if (pis on a dielectric) then r= reflect (d, n) if (d.n< 0) then refract (d, n, n, t) c = -d.n
PRACTICAL RAY TRACING IN C
https://external.dandelon.com/download/attachments/dandelon/ids/DE0040270CE109412D1FFC12578620049B552.pdf
PRACTICAL RAY TRACING IN C Craig A. Lindley JOHN WILEY & SONS, INC. New York Chichester Brisbane Toronto Singapore. Contents Figures xiii Program Listings xv Preface xvii ... Specular Reflection 93 Specular Transmission 96 Recursive Shading 97 Other Ray-Tracing Effects 98 Some Problems with Ray Tracing 101
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