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Reflections and Refractions in Ray Tracing
https://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf
Ray Tracing Reflections and Refractions - University of Otago
http://www.cs.otago.ac.nz/cosc342/2017-notes/342-2017lect18.pdf
Re ection I Light re ected in surface I Cast a new ray for re ection I Re ected direction is r = 2n(v n) v I r is the re ected ray I v the view direction I n the surface normal I (We assume unit vectors) I Why this formula? COSC342 Ray Tracing Re ections and Refractions 3
Reflections and Refractions in Ray Tracing
https://www-inst.eecs.berkeley.edu/~cs184/fa09/resources/reflection_transmission.pdf
Fine, now we know the theory, we should try to find a formula for →−t . This first thing we’ll do is to split it up in a tangent and normal part: →−t =→−t k + →−t ⊥ (23) Of both parts, we’ll do →−t k first, because Snell’s law tells us something about sines, and the norms of the tangent parts happen to be equal to ...
Ray Tracing Basics
https://web.cse.ohio-state.edu/~shen.94/681/Site/Slides_files/basic_algo.pdf
•We can represent the ray as a 3D parametric line p(t) = e+ t (s-e) (now you know how to get s and e) •Typically weoffset the ray by half of the pixel width and height, i.e, cast the ray from the pixel center e s s-e incrementing (i,j) (0,0) Put it all together •We can represent the ray as a 3D parametric line p(t) = e+ t (s-e)
Ray tracing (graphics) - Wikipedia
https://en.wikipedia.org/wiki/Ray_tracing_(graphics)
Ray Tracing - University of Washington
https://courses.cs.washington.edu/courses/csep557/19sp/assets/lectures/ray-tracing-1pp.pdf
In 1980, Turner Whittedintroduced ray tracing to the graphics community. wCombines eye ray tracing + rays to light wRecursively traces rays Algorithm: 1.For each pixel, trace a primary ray in directionVto the first visible surface. 2.For each intersection, trace secondary rays: wShadow raysin directions L ito light sources wReflected rayin ...
Calculating reflected ray - Paul Bourke
http://www.paulbourke.net/geometry/reflected/
The result is determined by straightforward geometry as follows where "." indicates the dot product and typically N and R 1 are unit vectors. R r = N (R 1 . N) + a and R 1 + a = N (R 1 . N) so R r = 2 N (R 1 . N) - R 1 If -R i is substituted for R 1 then we have R r = R i - 2 N (R i . N) Some obvious things to note at extreme cases.
Reflections and Refractions in Ray Tracing - flipcode
https://flipcode.com/archives/reflection_transmission.pdf
Fine, now we know the theory, we should try to find a formula for →−t . This first thing we’ll do is to split it up in a tangent and normal part: →−t =→−t k + →−t ⊥ (23) Of both parts, we’ll do →−t k first, because Snell’s law tells us something about sines, and the norms of the tangent parts happen to be equal to ...
incident ray and reflected ray formula
https://blog.lareviewofbooks.org/dwo/incident-ray-and-reflected-ray-formula
Using these laws, the reflection of the incident ray on various surfaces like a plane mirror, water, metal surfaces, etc can be determined. 1/v + 1/u = 1/f. Owing to energy conservation, the sum of...
How to get a reflection vector? - Mathematics Stack Exchange
https://math.stackexchange.com/questions/13261/how-to-get-a-reflection-vector
Then we have the normal n → of unit lenght and we would like to find b →. So, the first step is using the dot product to get a vertical vector that will be used in step 2. With step 1 my partial formula is: 2 × ( a + ( − a →) ⋅ n → × n) mind the change of sign of a → above, we "flipped" it. Then in step 2, I can write: − a ...
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