The basic principle of ray tracing is to create a graphic that depicts the image of a scene by taking into account how light travels in the real world. In this method, the operations follow the path that is the opposite of the real world. In the real world, light rays emanate from a light source and illuminate objects. Clair is reflected from or passes through transparent objects. The reflected light hits our eyes or the camera lens.
Forward Ray Tracing is a model that assumes that light rays are emitted linearly from a light source and reach the eye as a result of reflection or refraction from objects. In the real world, only a small fraction of the billions of photons emitted from the light source reach the eye. When this model is implemented in a computer environment, a large number of unnecessary calculations will be performed for the photons that do not reach the eye. Therefore, it is very difficult to implement the Forward Ray Tracing method in a computer environment.
In ray tracing, the intersection of the ray with the surface is investigated. If there is an intersection, a t value greater than 0 is returned. Otherwise, the t value is 0. Using this calculated t value, the coordinates of the intersection point on the surface are determined. If the ray will be reflected or refracted from this intersection point and continue its path, the intersection point becomes the new starting point, i.e. R0. These rays are called secondary rays. Secondary rays are recalculated until they reach the light source using an iterative algorithm with the desired depth value.


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