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光線の物理的基礎: 実際の光路とは逆のモデル

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The basic principle of ray tracing is to create a graphic that draws an image of a scene by considering how light travels in the real world. In this method, the operations follow the path that is the opposite of the real-world path. In the real world, light rays emanate from a light source and illuminate objects. ライト is reflected from or passes through transparent objects. The reflected light hits our eyes or the camera lens. The source states that many of the reflected light rays do not reach an observer. Therefore, tracing rays in a scene can take forever. This explains why direct forward-looking modeling is difficult in a computer environment.

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 reach the eye. 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 and 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, 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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