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flipcode - Raytracing Topics & Techniques

    https://flipcode.com/archives/Raytracing_Topics_Techniques-Part_1_Introduction.shtml
    Fig. 2: Spawning rays from the camera through the screen plane. Have a look at the ray spawning code from the Render method in raytracer.cpp: vector3 o ( 0, 0, -5 ); vector3 dir = vector3 ( m_SX, m_SY, 0 ) - o; NORMALIZE ( dir ); Ray r ( o, dir ); In this code, a ray is started at the origin ('o'), and directed to a location on the screen plane ...

flipcode - Raytracing Topics & Techniques

    https://www.flipcode.com/archives/Raytracing_Topics_Techniques-Part_7_Kd-Trees_and_More_Speed.shtml
    In 2D a2 and a3 can be calculated as follows: a2 = (bx hy by hx) / (bx cy by cx) a3 = (hx cy hy cx) / (bx cy by cx) where b = (P3 P1) and c = (P2 P1), bx and by are the components of the first projected triangle edge and cx and cy are the components of the second projected triangle edge.

flipcode - Raytracing Topics & Techniques

    https://flipcode.com/archives/Raytracing_Topics_Techniques-Part_6_Textures_Cameras_and_Speed.shtml
    It works though.:) 1.Pick a random vector V. 2.Now the first perpendicular vector to the reflected vector R is RN1 = R cross V. 3.The second perpendicular vector is RN2 = RN1 cross R.

flipcode - Raytracing Topics & Techniques

    https://flipcode.com/archives/Raytracing_Topics_Techniques-Part_5_Soft_Shadows.shtml
    This concludes the fifth installment of the ray tracing column. I tried to make clear that distribution ray tracing is a valuable extension to the basic ray tracing algorithm; it allows for all sorts of cool effects that just can't be done using single rays / secondary rays. Obviously, these techniques require huge amounts of processing power...

flipcode - Raytracing Topics & Techniques

    https://flipcode.com/archives/Raytracing_Topics_Techniques-Part_2_Phong_Mirrors_and_Shadows.shtml
    intensity = diffuse * (L.N) + specular * (V.R)n. (where L is the vector from the intersection point to the light source, N is the plane normal, V is the view direction and R is L reflected in the surface) Notice that this formula covers both diffuse and specular lighting. The code that implements this is shown below.

flipcode - Raytracing Topics & Techniques

    https://flipcode.com/archives/Raytracing_Topics_Techniques-Part_4_Spatial_Subdivisions.shtml
    loop { if (tMaxX < tMaxY) { tMaxX = tMaxX + tDeltaX; X = X + stepX; } else { tMaxY = tMaxY + tDeltaY; Y = Y + stepY; } } In this code, stepX and stepY are used: stepX is set to '-1' if the sign of the x direction of the ray is negative, or 1 otherwise; stepY is calculated in the same way.

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