These are some simplifications of light so that ray tracing does not take a ton of time but still yields an acceptable quality.
Caozongkai
Where are the light rays generated? Is it start from the observer or the light source. If it is starting from the light source what if it never hit the observer? If it never hits then the computation might be wasted because of this.
BenPust
Caozongkai I believe that the light rays are generated from the observer where each pixel represents one ray.
isaaclee06
I think it's cool to have the real physical concepts and implement them into code. Like finding ways to represent light rays interacting with surfaces through code in efficient ways is truly amazing to me
These are some simplifications of light so that ray tracing does not take a ton of time but still yields an acceptable quality.
Where are the light rays generated? Is it start from the observer or the light source. If it is starting from the light source what if it never hit the observer? If it never hits then the computation might be wasted because of this.
Caozongkai I believe that the light rays are generated from the observer where each pixel represents one ray.
I think it's cool to have the real physical concepts and implement them into code. Like finding ways to represent light rays interacting with surfaces through code in efficient ways is truly amazing to me
https://en.wikipedia.org/wiki/Transfer-matrix_method_(optics)