15 - Ray Tracing

ucla | CS 174A | 2024-03-19 14:54


Table of Contents

Transmission and Reflected Rays

  • recursive ray casting, we can decide recursive stack size
  • at every intersetion, we have a relected ray AND a refracted ray called a transmission ray
  • we can illluminate these points based on the the r,t rays
  • these reflected rays are secondary rays and an spawn more reflected rays and transmission rays with other objets

    Direction of rays

  • derived from real world

    Ray tree

  • we can create a ray tree baed on secondary rays
  • we also consider shadow rays

    Performance

Limitations

  • Surface “acne” from numerial precision of rays being off and misclassifying a point as in shadow -> a dark spot on the surface of the objet
  • backward ray tracing means that if there is a refractive material ffrom the intersection point of an object to the LIGHT
    • then that point should actually be refracted in forward tracing, but bc we do back tracing, we’re not able to do that
  • aliasing isues usually happn when camera is far from objects bc rays diverge bw each pixel
    • spatial aliasing - overlapping object
    • temporal aliasing - object moves over time and may pop in and out bc rays miss
    • fix both by increasing sampling of rays

Stochastic RT

  • fixes many problems b ut requires many ray samples per pixel