17 - Ray Tracing and Path Tracing Flashcards
Light Path Notation
- L – Light source
- E – Eye
- D – Diffuse reflection
- S – Specular reflection/refraction
And the normal notation: - many allowed
- | - one allowed
- () - all elements contained within brackets (typically used to show that a pattern may be repeated)
Ray Tracing
trace the path of light rays from the light source(s) in a scene as they interact with objects and surfaces, and to calculate how the light is reflected, refracted, or absorbed at each point in the scene.
-Forward
-Backward
Forward
casting rays from the light source and tracing their path to the camera
inefficient as many rays doe not hit the camera
Backward
where the eye is treated as the starting point, casting rays from the camera view and tracing their path back to the light source
more computationally efficient and dependednt on screen resolution
Whitted Ray Tracing
method of ray tracing based on backward ray tracing.
considers three types of light interactions – refraction, perfect specular and (direct) diffuse.
Note that imperfect specular is NOT considered in this model.
One ray per pixel is “shot” from the eye position. When the ray “hits” an object, the light interactions are considered
only consider the ray that goes directly from the point to the light source.
If the object’s surface is shiny in some way (e.g. a mirror or some water), the interaction will be perfect specular, or refraction.
If the surface is matt (e.g. a wall), then the diffuse reflection is most likely considered.
Whitted ray tracing and Shadows
Whitted ray tracing doesn’t consider diffuse reflection except at the light source.
This limitation of the model means that scenes rendered this way typically have very crisp and hard edges on shadows (since light is considered or it is not – there is no in between).
Path Tracing
is an extension of ray tracing.
instead of just using one ray per fragment pixel, multiple rays are shot out. At each object, a decision is made about how to continue tracing.
Overall, as more paths are modelled, the end result is better.
Path tracing also uses backward tracing and is view-dependent
What is the global illumination model?
Global illumination calculates lighting using direct and indirect lighting from the entire scene.
It calculates lighting by following every possible ray of light
It is very computationally expensive
how is path tracing different from ray tracing ?
you shoot multiple rays per fragment
path tracing uses a random walk