An Introduction to Ray Tracing (The Morgan Kaufmann Series by Eric Haines

By Eric Haines

The construction of ever extra practical three-D pictures is crucial to the advance of special effects. The ray tracing procedure has turn into the most renowned and robust skill in which photo-realistic photos can now be created. The simplicity, beauty and simplicity of implementation makes ray tracing a vital a part of realizing and exploiting state of the art computing device graphics.
An advent to Ray Tracing develops from basic ideas to complex functions, delivering "how-to" systems in addition to an in depth realizing of the medical foundations of ray tracing. it's also richly illustrated with four-color and black-and-white plates. it is a ebook so that it will be welcomed by means of all inquisitive about glossy special effects, photo processing, and computer-aided design.

  • Provides functional "how-to" information
  • Contains top of the range colour plates of pictures created utilizing ray tracing techniques
  • Progresses from a easy realizing to the complex technology and alertness of ray tracing

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Additional resources for An Introduction to Ray Tracing (The Morgan Kaufmann Series in Computer Graphics)

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27 c weights i n d i cated by t h e d iagram on the right. Basica l l y , for each quadrant we average its four p subquadrants recu rsively. The final form u l a for t h i s example Fig. 1 9 . � . J c R L_ _ _ cou l d then be expressed as: Adaptive supersampling. provides is that there is no single best incoming ray direction. I nstead, choose a random ray direction . The next time you hit a surface and need to spawn new rays, choose a new random direction. The trick is to bias your random number selection in such a way that you send lots of rays in directions where it's likely a lot of light is arriving, and relatively few rays in directions where the incoming light is sparse .

By studying such possibilities, another strategy for testing the intersection of the ray and the sphere was discovered: ( 1 ) Find if the ray's origin is outside the sphere . (2) Find the closest approach of the ray to the sphere's center. (3) If the ray is outside and points away from the sphere, the ray must miss the sphere. (4) Else, fi n d the squared distance from the closest approach to the sphere surface . (5) I f the value is negative, the ray misses the sphere. 40 Essential Ray Tracing A lgorithms (6) Else, from the above, find the ray/surface distance .

Glassner Fig. 1 5. 21 A wheel with one black spoke. when a frame is part of an animation (as opposed to j ust a single still , such as a slide), the notion of ' very good ' changes. Indeed, new problems occur exactly because the stills are shown in an animated sequence: these problems fall under the class of temporal aliasing (temporal comes from the Latin tempus, meaning time) . Our example of the rotating carousel above was an example of this type of aliasing. Another, classical example of temporal aliasing is a spinning wheel .

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