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Fysisk grunnlag for læring: Modellen som følges i motsetning til den virkelige veien

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The basic principle of ray tracing is to create a graphic that renders an image of a scene by taking into account how light travels in the real world. In this method, the operations follow the reverse path of the actual path on the real earth. In the real world, light rays emanate from a light source and illuminate objects. Lyst 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 are emitted from a light source in a linear manner and that they are reflected or refracted by objects before reaching 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 with the surface is investigated. If there is an intersection, a value of t greater than 0 is returned. Otherwise, the value of 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 an iterative algorithm with the desired depth value.

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