Some early games like doom use ray casting to simulate a 3d environment when only having a 2d world space. The way they do this is by casting rays from the player to the wall. Longer rays mean the walls are far away so they are rendered with shorter heights. Shorter rays mean the walls are close so they are rendered with taller heights. A good example of ray casting can be found below https://www.youtube.com/watch?v=NbSee-XM7WA
madisonakemi
Is this a relationship between sampling rate and ray tracing? And if so, what is it?
Some early games like doom use ray casting to simulate a 3d environment when only having a 2d world space. The way they do this is by casting rays from the player to the wall. Longer rays mean the walls are far away so they are rendered with shorter heights. Shorter rays mean the walls are close so they are rendered with taller heights. A good example of ray casting can be found below https://www.youtube.com/watch?v=NbSee-XM7WA
Is this a relationship between sampling rate and ray tracing? And if so, what is it?