Common principles of ray tracing, Computer Graphics

Assignment Help:

Common Principles of Ray Tracing

Based upon the nature or attributes of the surface given by the user, the subsequent effects are implemented, as per to rules of optics:

 a)  Reflection (as per to the angle of incidence and reflectivity of the surface).

 b) Refraction (as per to the angle of incidence and refraction index).

 c) Display of renderings that is texture or pattern as given, or shadows i.e. on the next nearest object or background concerning transparency or opacity, like the case may be.

903_Common Principles of Ray Tracing.png

Figure demonstrates some of the common principles of ray tracing.

A ray start from O hits the transparent glass plate P at an angle i.e. A. Then it gets refracted in the plate specified by the kink inside the plate thickness. The exiting ray occurs to hit the edge of the triangle i.e. 'T' and casts a shadow upon the opaque rectangular plate i.e. 'R' at the point C. A portion of the ray incident on the plate P gets reflected at 'A' and the reflected ray hits the elliptical object 'E' at the point 'D'. If P is a green glass plate, the exiting ray AC will be allocated the suitable green colour. If R or E has a textured surface, the consequent point C or D will be specified the attributes of the surface rendering.

If O is a point source of light, the ray OC will position the shadow of the point B upon the edge of the triangle T on the point C at the rectangle 'R'. Diverse locations of light sources may be combined along with be different view positions to enhance the realism of the scene. The way is common also in the sense which it can apply to curved surfaces and also to solids made of flat polygonal segments. Due to its versatile and wide applicability, this is a "brute force" method, concerning massive computer resources and great computer effort.


Related Discussions:- Common principles of ray tracing

Important points about the frame buffers - graphics hardware, Important Poi...

Important Points about the Frame Buffers 1) Within a frame buffer, information storage starts from top left corner and goes until the bottom right corner. 2) By using this

Important points about the curve segment, Important Points about the Curve ...

Important Points about the Curve segment - properties of bezier curves Note : if P (u) → = Bezier curve of sequence n and Q (u) → Bezier curve of sequence m. After that Co

Define picture composition, Question 1: (a) The studio provides a perfe...

Question 1: (a) The studio provides a perfect environment for various types of video production where precise control is necessary. Discuss. (b) Studio lighting is an import

Polygon representation methods - modeling and rendering, Polygon Representa...

Polygon Representation Methods - Modeling and Rendering Any scene to be created by computer graphics may include a variety of objects, a few of them natural and manmade. Hence

Xy-shear about the origin - 2-d and 3-d transformations, xy-Shear about the...

xy-Shear about the Origin - 2-d and 3-d transformations Suppose an object point P(x,y) be moved to P'(x',y') as a outcome of shear transformation in both x- and y-directions a

Multimedia and its features, Multimedia as the name suggests MULTI and MEDI...

Multimedia as the name suggests MULTI and MEDIA utilizes some media for example: text, graphics, audio, video and also animation, to convey information. Multimedia also consider to

Determine the perspective transformation matrix, Determine the perspective ...

Determine the perspective transformation matrix upon to z = 5 plane, when the center of projection is at origin. Solution. As z = 5 is parallel to z = 0 plane, the normal is s

Shannon fano with the lempel ziv welsh algorithm, Question: (a) A stat...

Question: (a) A statistical encoding algorithm is being considered for the transmission of a large number of long text files over a public network. Part of the file content i

Common transformation for parallel projection-transformation, Derive the co...

Derive the common transformation for parallel projection into a specified view plane, here the direction of projection d=aI+bJ+cK is along the normal N=n1I+n2J+n3K along with the r

Categorization of light resources - point source, Categorization of Light r...

Categorization of Light resources - Point source This is the easiest model for a light emitter. Currently rays from source obey radically diverging ways from the source positi

Write Your Message!

Captcha
Free Assignment Quote

Assured A++ Grade

Get guaranteed satisfaction & time on delivery in every assignment order you paid with us! We ensure premium quality solution document along with free turntin report!

All rights reserved! Copyrights ©2019-2020 ExpertsMind IT Educational Pvt Ltd