The basic principle of ray tracing is to create a graphic that depicts the image of a scene by taking into account how light moves 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. Vaalea 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 light rays that are reflected do not reach an observer. Therefore, tracing rays in a scene can take forever. This explains why direct forward modeling is difficult in a computer environment.
The Forward Ray Tracing method is a model in which rays are assumed to be emitted from a light source in a linear manner and to be reflected or refracted by objects before reaching the eye. The way we perceive the real world corresponds to this model. 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 value of t greater than 0 is returned. Otherwise, t is 0. Based on 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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