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UCF COT 4810 - Ray Tracing

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Ray TracingOverviewBasic Graphics DefinitionsSome More DefinitionsRay Tracing DefinitionsSo What Is Ray Tracing?In More Detail…The Rest of the Details…Benefits of Ray TracingDrawbacks of Ray TracingSpeeding Up Ray TracingExamplesSlide 13Slide 14Examples - CSGSummaryReferencesRay TracingRay TracingByBySteven GiovencoSteven GiovencoOverviewOverviewDefinitionsDefinitionsIntro to computer graphicsIntro to computer graphicsWhat is ray tracing?What is ray tracing?Why use ray tracing?Why use ray tracing?When and how is ray tracing used?When and how is ray tracing used?SummarySummaryReferencesReferencesBasic Graphics DefinitionsBasic Graphics DefinitionsRGBRGB–Color specification in which intensity values for Red, Color specification in which intensity values for Red, Green, and Blue components of a color are usedGreen, and Blue components of a color are usedPixelPixel–Individual unit of display, single “dot” of colorIndividual unit of display, single “dot” of colorRasterRaster–Block of graphics memory which contains information Block of graphics memory which contains information to be displayed (often as a contiguous block of RGB to be displayed (often as a contiguous block of RGB triplets, each representing a pixel)triplets, each representing a pixel)ClippingClipping–Determining which virtual objects (or parts of objects) Determining which virtual objects (or parts of objects) should or should not be shown.should or should not be shown.Some More DefinitionsSome More Definitions““Camera” SpecificationsCamera” Specifications–EyepointEyepointThe logical point (in reference to the origin) at which The logical point (in reference to the origin) at which the “camera” or “eye” is locatedthe “camera” or “eye” is located–View VectorView VectorDirection in which the camera is pointingDirection in which the camera is pointing–Up VectorUp VectorPerpendicular to View Vector, orients the cameraPerpendicular to View Vector, orients the cameraViewing planeViewing plane–Usually the near clipping plane, this is the Usually the near clipping plane, this is the “window” you have into the graphical world“window” you have into the graphical worldRay Tracing DefinitionsRay Tracing DefinitionsEye RayEye Ray–Ray from Eyepoint through a pixel on the Ray from Eyepoint through a pixel on the viewing plane, used to determine visible viewing plane, used to determine visible pointspointsSecondary RaySecondary Ray–Ray generated from object surface at ray Ray generated from object surface at ray intersection point to gather information about intersection point to gather information about environment effects on the surfaceenvironment effects on the surfaceShadow RayShadow Ray–Secondary ray toward a light source to Secondary ray toward a light source to determine if an object occludes light sourcedetermine if an object occludes light sourceSo What Is Ray Tracing?So What Is Ray Tracing?Technique for rasterizationTechnique for rasterization–For each pixel of the viewing planeFor each pixel of the viewing planeDetermine coordinates of pixel centerDetermine coordinates of pixel centerGenerate eyerayGenerate eyerayCheck for intersection with objectsCheck for intersection with objectsDetermine color at closest intersectionDetermine color at closest intersection–ColorColor–TextureTexture–ShadingShading–ReflectionReflection–RefractionRefractionStore color in rasterStore color in rasterIn More Detail…In More Detail…Determine coordinates of pixel centerDetermine coordinates of pixel center–Simple vector additionSimple vector additionGenerate eyerayGenerate eyeray–Simple point subtractionSimple point subtractionCheck for intersection with objectsCheck for intersection with objects–Common intersection tests range from 5-7 Common intersection tests range from 5-7 floating point operations to 15-20 ops for more floating point operations to 15-20 ops for more complex tests (SIGGRAPH website)complex tests (SIGGRAPH website)The Rest of the Details…The Rest of the Details…Determine color at closest intersectionDetermine color at closest intersection–Color: determined from objectColor: determined from object–Texture: determined from object and textureTexture: determined from object and texture–Shading: generate secondary ray toward light Shading: generate secondary ray toward light sourcessources–Reflection: generate secondary ray at Reflection: generate secondary ray at reflection angle outward from objectreflection angle outward from object–Refraction: generate secondary ray at Refraction: generate secondary ray at refraction angle through objectrefraction angle through objectCombine information using surface’s Combine information using surface’s lighting equation, and store in rasterlighting equation, and store in rasterBenefits of Ray TracingBenefits of Ray TracingClippingClipping–Other algorithms need a separate, rather costly, step Other algorithms need a separate, rather costly, step to clip objects not in sceneto clip objects not in scene–Ray tracing only needs to make sure object is not too Ray tracing only needs to make sure object is not too nearnearAccurate reflection and refractionAccurate reflection and refraction–Accurately depicts mirrors, lenses, windows, etc.Accurately depicts mirrors, lenses, windows, etc.–Other algorithms approximate reflections and Other algorithms approximate reflections and refractions refractions Can represent any objects for which ray Can represent any objects for which ray intersections can be determined.intersections can be determined.Drawbacks of Ray TracingDrawbacks of Ray TracingSlow due to many intersection testing Slow due to many intersection testing operationsoperations–640x480 resolution, objects with 10 ops/test, 640x480 resolution, objects with 10 ops/test, 3,072,000 ops required per object3,072,000 ops required per objectDoes not include secondary raysDoes not include secondary raysNot appropriate for most games as real-Not appropriate for most games as real-time rendering through ray tracing is time rendering through ray tracing is nearly impossible with current techniques nearly impossible with current techniques and hardwareand hardwareSpeeding Up Ray TracingSpeeding Up Ray TracingAdaptive Depth ControlAdaptive Depth Control–Before a secondary ray is cast, test if its Before a secondary ray is cast, test if its contribution is significantcontribution is


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UCF COT 4810 - Ray Tracing

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