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

By Eric Haines

ISBN-10: 0122861604

ISBN-13: 9780122861604

The production of ever extra life like 3-D photographs is significant to the improvement of special effects. The ray tracing process has turn into some of the most renowned and strong ability through which photo-realistic photos can now be created. The simplicity, splendor and straightforwardness of implementation makes ray tracing a vital a part of realizing and exploiting cutting-edge machine graphics.
An advent to Ray Tracing develops from primary ideas to complex purposes, supplying "how-to" systems in addition to a close figuring out of the clinical foundations of ray tracing. it's also richly illustrated with four-color and black-and-white plates. this can be a booklet in an effort to be welcomed via all excited about smooth special effects, picture processing, and computer-aided design.

  • Provides functional "how-to" information
  • Contains prime quality colour plates of pictures created utilizing ray tracing techniques
  • Progresses from a uncomplicated figuring out to the complex technological know-how and alertness of ray tracing

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

Example text

P. , Improved computational methods for ray tracing, A CM Trans. Graph. 3( 1 ) , January 1 984 [EF] . 3 5 . J . Van, Ray tracing objects defined by sweeping planar cubic splines. ACM Trans. Graph. 3(3), July 1 984 [OI ] . 36. J . Van, Ray tracing objects defined by sweeping a sphere. In Proceedings of the Eurographics '84 Conference, North-Holland, Amsterdam, 1 984 [OI] . 3 7 . Whitted. , An improved illumination model for shaded display. Commun. A CM 23(6), June 1 980 [RT] . 2 Essential Ray Tracing Algorith ms E R I C HAINES 1 INTRODUCTION The heart of any ray tracing package is the set of ray intersection routines.

Sometimes we do need them: consider a pixel that 's looking out on a patchwork quilt, where one pixel sees just one red square. Then just one or two rays certainly give us the correct color in this pixel . On the other hand, consider a pixel that can see 16 differently colored squares of material . We' ll need at least 1 6 rays, j ust to get one of each color. It's not clear from the above discussion how to detect when we need more samples, nor how to go about getting them. 4. 7 Statistical Supersampling One way to try getting just the right number of rays per pixel is to watch the rays as they come in.

1 - 2 - 1 ] = [2 2 6] Lzoe = [2 2 6] · [2 2 6] = 44. oc Checking if Lzoc � S �, it is found that the ray originates outside the sphere. Now calculate the closest approach along the ray to the sphere's center (A 10): lea = (2 2 6] = 6 . 546 . · (0. 2 1 8 0. 436 0. 873] Checking if lea < 0, it is found that the center of the sphere lies in front of the origin, so calculation must continue. Calculate the half chord distance squared (A 13): lzhe = 3 * 3 - 44 + 6 . 546 * 6 . 546 = 7 . 850. 44 Essen tial Ray Tracing Algorithms tzhc > 0, so the ray must hit the sphere .

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