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Ray Tracing Dr. Scott Schaefer
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Ray Tracing Provides rendering method with
Refraction/Transparent surfaces Reflective surfaces Shadows
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Ray Tracing Provides rendering method with
Refraction/Transparent surfaces Reflective surfaces Shadows Image taken from
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Ray Tracing Provides rendering method with
Refraction/Transparent surfaces Reflective surfaces Shadows Image taken from
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Ray Tracing Provides rendering method with
Refraction/Transparent surfaces Reflective surfaces Shadows
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Essential Information for Ray Tracing
Eye point Screen position/orientation Objects Material properties Reflection/Refraction coefficients Index of refraction Light sources
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Recursive Ray Tracing For each pixel
Intersect ray from eye through pixel with all objects in scene Find closest (positive) intersection to eye Compute lighting at intersection point Recur for reflected and refracted rays (if necessary)
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screen eye
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screen eye
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screen eye
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normal screen eye
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Ray Casting Removes hidden surfaces Per-pixel lighting computations
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Shadows Cast a virtual ray to each light source
If ray hits an opaque object before the light, then omit contribution of that light If ray hits a semi-transparent object, scale the contribution of that light and continue to look for intersections Note: objects may be self-shadowing!!!
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shadow ray normal screen eye
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Shadows
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Shadows
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normal reflected ray screen eye
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shadow ray normal reflected ray normal screen eye
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normal reflected ray reflected ray normal screen eye
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Reflection Mirror-like/Shiny objects Surface
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refracted ray normal screen eye
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Refraction Bending of light caused by different speeds of light in different medium Each (semi-)transparent object has an index of refraction ci Use Snell’s law to find refracted vector Image taken from
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Snell’s Law Surface
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Snell’s Law Surface
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Snell’s Law Surface
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Snell’s Law Surface
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Snell’s Law Surface
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Snell’s Law Surface
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Snell’s Law Surface
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Snell’s Law Surface
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Snell’s Law Surface
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Snell’s Law Surface
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Total Internal Reflection
Surface
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Recursive Ray Tracing Truncate at finite depth!
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Recursive Ray Tracing Recur for reflective/transparent objects
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Recursive Ray Tracing Recur for reflective/transparent objects
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Optimizations Lots of rays to cast!
Ray-Surface intersections are expensive Associate with each object Bounding box in 3-space If ray doesn’t intersect box, then ray doesn’t intersect object
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Parallel Processing Ray tracing is a trivially parallel algorithm!
Cast rays in parallel Cast reflection, refraction, shadow rays in parallel Calculate ray/surface intersections independently in parallel
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Ray Tracing: Special Effects
copyright Newline Cinema
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Ray Tracing: Video Games
These images are from a prototype computer game running in realtime on the ray tracer. It consists of more than 40 million polygons and all optical effects are fully simulated at rendering time. All trees are fully models and no LOD is being used.
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Ray Tracing: Massive Models
Ray tracing has been the first and (to our knowledge) only technology to interactively render the entire Boeing 777 data set. It consists of 350 million polygons and takes up to 30 GB of data on disk. Every detail is models including tiny screws, cables, pipes, values, and many more. With ray tracing this model can be rendered interactively even on a dual-processor PC with 2-3 fps at video resolution. The right image contains plants with a total of roughly 1.5 billion polygons. All leafs use alpha-mapped textures leading to an extremely high depth complexity. Still the scene can be rendered with interactive performance on a decent PC cluster. Even smooth lighting from the sky dome can be integrated. An good approximation is then shown during interaction but the image converges to a high quality solution with a few seconds.
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Extensions of Ray Tracing
Only considers totally specular interactions rays either reflect perfectly or refract perfectly Ray traced scenes don't show “color bleed”
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