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ray tracing and shadows and refraction - Google Groups

    https://groups.google.com/g/comp.graphics.algorithms/c/A7-xJQA3ByY
    Shoot shadow ray from point p to light. Find all scene objects the ray intersects. If no objects intersected, p is fully lit. Assuming some objects are …

Ray Tracing Shadows and Refraction - Math and Physics

    https://www.gamedev.net/forums/topic/497015-ray-tracing-shadows-and-refraction/
    As the picture demonstrates, a direct-line shadow ray (black) would hit a refracting object and be bent (bending black), not reaching the light. The point would be interpreted as being in shadow. An alternate indirect shadow ray (red) would actually illuminate it, so the conclusion that the point is in shadow is wrong.

Ray Tracing (Shading and Sampling) - Cornell University

    https://www.cs.cornell.edu/courses/cs4620/2012fa/lectures/36raytracing.pdf
    •Basic ray tracer: one sample for everything –one ray per pixel –one shadow ray for every point light –one reflection ray per intersection •one refraction ray (if necessary) per intersection •Many advanced methods build on the basic ray tracing paradigm 24 © 2012 Kavita Bala • (with previous instructors James/Marschner)

Lecture 2: Introduction to Ray Tracing

    https://inst.eecs.berkeley.edu/~cs294-13/fa09/lectures/scribe-lecture1.pdf
    The shadow is computed by creating shadow rays which originates from the intersection to all lights. If the shadow ray intersects an object before it reaches the light, then that intersection point is shadowed from that particular light. 1.3 Advantage/Disadvantage The main advantage of ray tracing is its realitic rendering of re

Refraction and Ray Tracing - American Academy of …

    https://www.aao.org/Assets/762b9e74-cf63-4d1e-b3fb-1e226280b2a5/637151349597600000/bo16-pdf?inline=1
    Note that if the refractive medium. is hit ‘head on’… So there is no . relative. slowing, and thus no change in direction …all the corpuscles slow. Direction of Light Ray. down at the same time. So, changing the direction of light via refraction. requires two things: 1) The light ray must pass from a substance of. one n to a substance ...

Reflections and Refractions in Ray Tracing

    https://graphics.stanford.edu/courses/cs148-10-summer/docs/2006--degreve--reflection_refraction.pdf
    It does not matter which refractive index is the greatest. All that counts is that η 1 is the refractive index of the material you come from, and η 2 of the material you go to. This(very important) concept is sometimes misun-derstood. The direction vector of the incident ray (= incoming ray) is i, and we assume this vector is normalized. The ...

RayTracing – Adding Reflection and Refraction – Cheney …

    https://cheneyshen.com/raytracing-adding-reflection-and-refraction/
    There again we compute the local illumination at the point of intersection between the green sphere and refracted ray (by shooting a shadow ray). The color (black if it is shadowed) is then multiplied by the light intensity and returned to the glass ball’s surface Lastly, we compute the Fresnel equation.

Hybrid Ray Tracing - Real-time reflections/refractions, …

    https://www.youtube.com/watch?v=WkaL8xGiYzc
    A video from my renderer which combines rasterization/raytracing and a ton of screen-space tricks to achieve real-time reflections/refractions, soft-shadows in dynamic scenes. Show …

Introduction to Ray Tracing: a Simple Method for Creating …

    https://www.scratchapixel.com/lessons/3d-basic-rendering/introduction-to-ray-tracing/adding-reflection-and-refraction
    There again we compute the local illumination at the point of intersection between the green sphere and refracted ray (by shooting a shadow ray). The color (black if it is shadowed) is then multiplied by the light intensity and returned to the glass ball's surface Lastly, we compute the Fresnel equation.

Introduction to Shading (Reflection, Refraction and Fresnel)

    https://www.scratchapixel.com/lessons/3d-basic-rendering/introduction-to-shading/reflection-refraction-fresnel
    In this chapter, we will learn about simulating reflection, refraction (transmission) and the Fresnel effect which defines for transparent materials such as glass and water how much light is reflected vs. how much light is transmitted. Reflection Figure 1: the angle of incidence and the angle of reflection are equal.

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