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Cone tracing - Wikipedia
https://en.wikipedia.org/wiki/Cone_tracing#:~:text=Cone%20tracing%20and%20beam%20tracing%20are%20a%20derivative,in%20the%20scene%2C%20not%20from%20its%20central%20sample.
Ray tracing with cones | ACM SIGGRAPH Computer …
https://dl.acm.org/doi/10.1145/964965.808589
Abstract. A new approach to ray tracing is introduced. The definition of a “ray” is extended into a cone by including information on the spread angle and the virtual origin. The advantages of this approach, which tries to model light propagation with more fidelity, include a better method of anti-aliasing, a way of calculating fuzzy shadows and dull reflections, a method of calculating …
Ray Tracing with Cones - York University
http://www.cs.yorku.ca/~amana/research/cones.pdf
Ray Tracing with Cones. John Amanatides Department of Computer Science University of Toronto Toronto, Canada M5S 1A4 Abstract A new approach to ray tracing is intro- duced. The definition of a "ray" is extended into a cone by including information on the spread angle and the virtual origin. The advantages of this approach, which tries to model light propagation with …
Ray Tracing with Cones - ResearchGate
https://www.researchgate.net/publication/2440671_Ray_Tracing_with_Cones
In cone tracing, Amanatides [Ama84] generalized rays to circular cones represented by an apex, centerline and spread angle, and objects are intersected with cones. To compute reflection/refraction...
[PDF] Ray tracing with cones | Semantic Scholar
https://www.semanticscholar.org/paper/Ray-tracing-with-cones-Amanatides/deb060036605110aab0690e047ddc668aa31d69b
A new approach to ray tracing is introduced. The definition of a “ray” is extended into a cone by including information on the spread angle and the virtual origin.
Ray Tracing with Cones - Drexel CCI
https://www.cs.drexel.edu/~david/Classes/Papers/p129-amanatides.pdf
cone's center line (CP) that is closest to the center of the sphere and the distance between the two points (SEP). In standard ray tracing this must also be performed with the test being negative if SEP is greater than the radius of the sphere. The above comparison must be modi-
raytracing - Ray Tracing with Cones: coverage, overlapping ...
https://computergraphics.stackexchange.com/questions/421/ray-tracing-with-cones-coverage-overlapping-and-abutting-triangles
In his classic paper Ray Tracing with Cones, John Amanatides describes a variation on classical ray tracing. By extending the concept of a ray by an aperture angle, making it a cone, aliasing effects (including those originating from too few Monte Carlo samples) can be reduced. During cone-triangle intersection, a scalar coverage value is calculated. This value represents the …
Ray tracing with cones | Semantic Scholar
https://www.semanticscholar.org/paper/Ray-tracing-with-cones-AmanatidesJohn/a3659c1e4093f4ee036d3595e6209450ce8d974c
A new approach to ray tracing is introduced. The definition of a ray is extended into a cone by including information on the spread angle and the virtual origin. The advantages of …
Cone tracing - Wikipedia
https://en.wikipedia.org/wiki/Cone_tracing
Cone tracing solves certain problems related to sampling and aliasing, which can plague conventional ray tracing. However, cone tracing creates a host of problems of its own. For example, just intersecting a cone with scene geometry leads to an enormous variety of possible results. For this reason, cone tracing has remained mostly unpopular.
Ray Tracing: intersections with cones - Everything2.com
https://www.everything2.com/title/Ray+Tracing%253A+intersections+with+cones
for a finite cone, this becomes y 2 + z 2 = x 2, x min < x < x max but we must also translate the "point" of the cone along the x-axis to x min (presuming we want all cones to have points). The equation is now: y 2 + z 2 = (x - x min) 2, x min < x < x max (*) To find the first intersection, we simply solve for the ray equation in (*) P(t) = E + tD, t ≥ 0
Intersection of a ray and a cone | Light is beautiful
https://lousodrome.net/blog/light/2017/01/03/intersection-of-a-ray-and-a-cone/
So here goes, the solution to the intersection of a ray and a cone, in vector notation. We define a ray with its origin $O$ and its direction as a unit vector $\hat{D}$. Any point $X$ on the ray at a signed distance $t$ from the origin of the ray verifies: $\vec{X} = \vec{O} + t\vec{D}$. When $t$ is positive $X$ is in the direction of the ray, and when $t$ is negative $X$ …
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