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 reverse of the path in the real world. In the real world, light rays emanate from a light source and illuminate objects. Claro is reflected from or passes through transparent objects. The reflected light hits our eyes or the camera lens.
The Forward Ray Tracing method is a model that assumes that light rays emanating from a light source are reflected or refracted by objects, and that a small fraction of these rays reach the eye. In the real world, billions of photons emanating from a light source reach the eye, but in the 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 value of t greater than 0 is returned. Otherwise, t 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 a recursive algorithm with the desired depth value.


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