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Path tracing

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1169: 1126: 31: 1044:, where paths are generated starting from the camera and bouncing around the scene until they encounter a light source. This is referred to as "backwards" because starting paths from the camera and moving towards the light source is opposite the direction that the light is actually traveling. It still produces the same result because all optical systems are reversible. 1149:
more rays in directions in which the luminance would have been greater anyway. If the density of rays cast in certain directions matches the strength of contributions in those directions, the result is identical, but far fewer rays were actually cast. Importance sampling is used to match ray density to
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Bidirectional path tracing provides an algorithm that combines the two approaches and can produce lower variance than either method alone. For each sample, two paths are traced independently: one using from the light source and one from the camera. This produces a set of possible sampling strategies,
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to obtain the output color. Note this method of always sampling a random ray in the normal's hemisphere only works well for perfectly diffuse surfaces. For other materials, one generally has to use importance sampling, i.e. probabilistically select a new ray according to the BRDF's distribution. For
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The central performance bottleneck in path tracing is the complex geometrical calculation of casting a ray. Importance sampling is a technique which is motivated to cast fewer rays through the scene while still converging correctly to outgoing luminance on the surface point. This is done by casting
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Kajiya's equation is a complete summary of these three principles, and path tracing, which approximates a solution to the equation, remains faithful to them in its implementation. There are other principles of optics which are not the focus of Kajiya's equation, and therefore are often difficult or
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can result in a lower-noise image with fewer samples. This algorithm was created in order to get faster convergence in scenes in which the light must pass through odd corridors or small holes in order to reach the part of the scene that the camera is viewing. It has also shown promise in correctly
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instance, a perfectly specular (mirror) material would not work with the method above, as the probability of the new ray being the correct reflected ray – which is the only ray through which any radiance will be reflected – is zero. In these situations, one must divide the reflectance by the
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cannot be used to sample these paths directly from the diffuse surface, because the specular interaction is in the middle. Likewise, it cannot be used to sample paths from the specular surface because there is only one direction that the light can bounce.
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adheres to three particular principles of optics; the Principle of Global Illumination, the Principle of Equivalence (reflected light is equivalent to emitted light), and the Principle of Direction (reflected light and scattered light have a direction).
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rendering pathological situations with caustics. Instead of generating random paths, new sampling paths are created as slight mutations of existing ones. In this sense, the algorithm "remembers" the successful paths from light sources to the camera.
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creates a new sampler that can converge faster than unidirectional path tracing, even though more work is required for each sample. This works particularly well for caustics or scenes that are lit primarily through indirect lighting.
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has a similar issue when paths interact with a specular surface before hitting the camera. Because this situation is significantly more common, and noisy (or completely black) glass objects are very visually disruptive,
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In the real world, objects and surfaces are visible due to the fact that they are reflecting light. This reflected light then illuminates other objects in turn. From that simple observation, two principles follow.
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demonstrated the first commercial implementation of a path tracer running on a GPU , and other implementations have followed, such as that of Vladimir Koylazov in August 2009. This was aided by the maturing of
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The illumination coming from surfaces must scatter in a particular direction that is some function of the incoming direction of the arriving illumination, and the outgoing direction being sampled.
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is an educational path tracer by Kevin Beason. It uses 99 lines of C++ (including scene description). This page has a good set of examples of noise resulting from this technique.
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There are other considerations to take into account to ensure conservation of energy. In particular, in the naive case, the reflectance of a diffuse BRDF must not exceed
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of surfaces, accurate models of real light sources, and optically correct cameras, path tracing can produce still images that are indistinguishable from photographs.
68:) to determine how much of it will go towards the viewpoint camera. This integration procedure is repeated for every pixel in the output image. When combined with 317:
throughout the 1990s, since accounting for direction always exacted a price of steep increases in calculation times on desktop computers. Principle III follows.
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is a procedure for performing naive path tracing. The TracePath function calculates a single sample of a pixel, where only the Gathering Path is considered.
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have become powerful enough to render images more quickly, causing more widespread interest in path tracing algorithms. Tim Purcell first presented a
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of the sampling scheme, as per Monte Carlo integration (in the naive case above, there is no particular sampling scheme, so the PDF turns out to be
1177: 310: 174:, a method of perturbing previously found paths in order to increase performance for difficult scenes, was introduced in 1997 by Eric Veach and 1181: 1129:
Noise decreases as the number of samples per pixel increase. The top left shows 1 sample per pixel, and doubles from left to right each square.
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or the object will reflect more light than it receives (this however depends on the sampling scheme used, and can be difficult to get right).
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incorrectly simulated by the algorithm. Path tracing is confounded by optical phenomena not contained in the three principles. For example,
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Second, there is no distinction to be made between illumination emitted from a light source and illumination reflected from a surface.
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to the integral of the rendering equation. A decade later, Lafortune suggested many refinements, including bidirectional path tracing.
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nature, and algorithmic simplicity, path tracing is used to generate reference images when testing the quality of other rendering
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cases. Noise is particularly a problem for animations, giving them a normally unwanted "film grain" quality of random speckling.
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arriving to a single point on the surface of an object. This illuminance is then reduced by a surface reflectance function (
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was faithful to both principles. However, radiosity relates the total illuminance falling on a surface with a uniform
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with their proprietary CGI Studio path tracing renderer, featuring soft shadows and indirect illumination effects.
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can be used to reduce variance. This works by directly sampling an important feature (the camera in the case of
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paths that interact with a diffuse surface, then bounce off a specular surface before hitting a light source.
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was, in 2006, the first animated feature film to be rendered entirely in a path tracer, using the commercial
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For a given indoor scene, every object in the room must contribute illumination to every other object.
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where every vertex of one path can be connected directly to every vertex of the other. The original
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Purcell, T J; Buck, I; Mark, W; and Hanrahan, P, "Ray Tracing on Programmable Graphics Hardware",
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has been using its own optimized path tracer known as Hyperion ever since the production of
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Path tracing has played an important role in the film industry. Earlier films had relied on
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Proceedings of the 13th annual conference on Computer graphics and interactive techniques
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The reflective properties (amount, direction, and color) of surfaces are modeled using
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Sampling the integral can be done by either of the following two distinct approaches:
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An image rendered using path tracing, demonstrating notable features of the technique
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many effects that have to be specifically added to other methods (conventional
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Mathematical Models and Monte Carlo Algorithms for Physically Based Rendering
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is the only method that is used for unidirectional path tracing in practice.
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Rendering (computer graphics) § Chronology of important published ideas
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algorithm running on a GPU in 2002. In February 2009, Austin Robison of
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in 1986. Path tracing was introduced then as an algorithm to find a
1511: 336: 76: 30: 1560: 650:// Compute the BRDF for this ray (assuming Lambertian reflection) 88: 1690: 1447: 207: 194: 1710: 1396: 1297:; Other examples include Octane Render, Arion, and Luxrender. 1138: 1134: 211: 199: 1307:"Disney's new Production Renderer 'Hyperion' – Yes, Disney!" 1434: 1104:
algorithms are both special cases of these strategies. For
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that leaves the surface. This forced all surfaces to be
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is faithful to reality. Fundamentally, the algorithm is
1285:"Interactive Ray Tracing on the GPU and NVIRT Overview" 1253: 1008: 973: 221:
to produce CG visual effects and animation. In 1998,
1163: 545:// Pick a random direction from here and keep going. 1290: 297:Invented in 1984, a rather different method called 1021: 991: 160:and its use in computer graphics was presented by 1205:, a path tracing GPU-accelerated rendering engine 261:has also adopted path tracing for its commercial 52:images of three-dimensional scenes such that the 1784: 1324: 1235:Kajiya, J. T. (1986). "The rendering equation". 1230: 1332:. In SIGGRAPH’97 (August 1997), pp. 65–76. 311:bidirectional reflectance distribution function 131: 581:// This is NOT a cosine-weighted distribution! 339:scales by the density of illuminance in space. 1360: 1032: 719:// Recursively trace reflected light sources. 1300: 1264: 1367: 1353: 1279: 1244: 1167: 1124: 29: 1785: 1234: 1374: 1348: 755:// Apply the Rendering Equation here. 359:; light is a spectrum of frequencies. 345:; a violation of Principle III above. 1772:List of computer graphics algorithms 1433: 1304: 1133:A path tracer continuously samples 1066:, or a light source in the case of 13: 1272:, 703 – 712. See also Purcell, T, 1058:In both cases, a technique called 992:{\displaystyle {\frac {1}{2\pi }}} 14: 1804: 1274:Ray tracing on a stream processor 1172:Scattering distribution functions 1164:Scattering distribution functions 1074:, this creates high variance for 1022:{\displaystyle {\frac {1}{\pi }}} 210:and GPU ray tracing SDKs such as 1153:, and also used to match BRDFs. 16:For tracing network paths, see 1793:Global illumination algorithms 1120: 596:RandomUnitVectorInHemisphereOf 315:publication of important ideas 268: 1: 1729:3D computer graphics software 1328:Veach, E., and Guibas, L. J. 1201:– 3D program that integrates 249:Walt Disney Animation Studios 202:programming toolkits such as 1544:Hidden-surface determination 1114:multiple importance sampling 965:probability density function 614:// Probability of the newRay 363: 7: 1187: 10: 1809: 1330:Metropolis light transport 1157:Metropolis light transport 1033:Bidirectional path tracing 172:Metropolis light transport 149: 145: 140:Metropolis light transport 132:bidirectional path tracing 70:physically accurate models 15: 1764: 1719: 1586: 1475: 1405: 1382: 958:All the samples are then 1224: 437:// Bounced enough times. 374: 237:Sony Pictures Imageworks 27:Computer graphics method 22:Tracing (disambiguation) 1756:Vector graphics editors 1751:Raster graphics editors 259:Pixar Animation Studios 136:volumetric path tracing 109:volumetric path tracing 75:Path tracing naturally 1639:Checkerboard rendering 1173: 1130: 1110:backwards path tracing 1102:backwards path tracing 1090:backwards path tracing 1072:backwards path tracing 1068:backwards path tracing 1042:Backwards path tracing 1023: 993: 111:, which considers the 35: 20:. For other uses, see 1594:Affine transformation 1573:Surface triangulation 1517:Anisotropic filtering 1287:, slide 37, I3D 2009. 1261:, (PhD thesis), 1996. 1171: 1128: 1080:Next event estimation 1060:next event estimation 1052:forwards path tracing 1024: 994: 343:Subsurface scattering 150:Further information: 118:Due to its accuracy, 33: 1151:Lambert's cosine law 1006: 971: 686:normalWhereObjWasHit 608:normalWhereObjWasHit 349:Chromatic aberration 229:-winning short film 1609:Collision detection 1537:Global illumination 1276:(PhD thesis), 2004. 1270:Proc. SIGGRAPH 2002 947:// Average samples. 575:pointWhereObjWasHit 491:// Nothing was hit. 191:global illumination 54:global illumination 1659:Scanline rendering 1453:Parallax scrolling 1443:Isometric graphics 1199:Blender (software) 1174: 1131: 1019: 989: 275:rendering equation 219:scanline rendering 176:Leonidas J. Guibas 166:numerical solution 158:rendering equation 85:scanline rendering 46:Monte Carlo method 36: 1780: 1779: 1721:Graphics software 1614:Planar projection 1599:Back-face culling 1471: 1470: 1415:Alpha compositing 1376:Computer graphics 1283:Robison, Austin, 1194:Arnold (software) 1017: 987: 449:FindNearestObject 105:ambient occlusion 43:computer graphics 1800: 1706:Volume rendering 1578:Wire-frame model 1431: 1430: 1369: 1362: 1355: 1346: 1345: 1327: 1321: 1319: 1317: 1303: 1293: 1282: 1267: 1256: 1250: 1248: 1233: 1028: 1026: 1025: 1020: 1018: 1010: 998: 996: 995: 990: 988: 986: 975: 954: 951: 948: 945: 942: 939: 936: 933: 930: 927: 924: 921: 918: 915: 912: 909: 906: 903: 900: 897: 894: 891: 888: 885: 882: 879: 876: 873: 870: 867: 864: 861: 858: 855: 852: 849: 846: 843: 840: 837: 834: 831: 828: 825: 822: 819: 816: 813: 810: 807: 804: 801: 798: 795: 792: 789: 786: 783: 780: 777: 774: 771: 768: 765: 762: 759: 756: 753: 750: 747: 744: 741: 738: 735: 732: 729: 726: 723: 720: 717: 714: 711: 708: 705: 702: 699: 696: 693: 690: 687: 684: 681: 678: 675: 672: 669: 666: 663: 660: 657: 654: 651: 648: 645: 642: 639: 636: 633: 630: 627: 624: 621: 618: 615: 612: 609: 606: 603: 600: 597: 594: 591: 588: 585: 582: 579: 576: 573: 570: 567: 564: 561: 558: 555: 552: 549: 546: 543: 540: 537: 534: 531: 528: 525: 522: 519: 516: 513: 510: 507: 504: 501: 498: 495: 492: 489: 486: 483: 480: 477: 474: 471: 468: 465: 462: 459: 456: 453: 450: 447: 444: 441: 438: 435: 432: 429: 426: 423: 420: 417: 414: 411: 408: 405: 402: 399: 396: 393: 390: 387: 384: 381: 378: 247:renderer. Also, 223:Blue Sky Studios 113:light scattering 87:), such as soft 1808: 1807: 1803: 1802: 1801: 1799: 1798: 1797: 1783: 1782: 1781: 1776: 1760: 1715: 1582: 1527:Fluid animation 1467: 1429: 1401: 1392:Diffusion curve 1384:Vector graphics 1378: 1373: 1342: 1315: 1313: 1305:Seymour, Mike. 1227: 1219:LuxCoreRenderer 1214:Pixar RenderMan 1190: 1166: 1123: 1035: 1009: 1007: 1004: 1003: 979: 974: 972: 969: 968: 956: 955: 952: 949: 946: 943: 940: 937: 934: 931: 928: 925: 922: 919: 916: 913: 910: 907: 904: 901: 898: 895: 892: 889: 886: 883: 880: 877: 874: 871: 868: 865: 862: 859: 856: 853: 850: 847: 844: 841: 838: 835: 832: 829: 826: 823: 820: 817: 814: 811: 808: 805: 802: 799: 796: 793: 790: 787: 784: 781: 778: 775: 772: 769: 766: 763: 760: 757: 754: 751: 748: 745: 742: 739: 736: 733: 730: 727: 724: 721: 718: 715: 712: 709: 706: 703: 700: 697: 694: 691: 688: 685: 682: 679: 676: 673: 670: 667: 664: 661: 658: 655: 652: 649: 646: 643: 640: 637: 634: 631: 628: 625: 622: 619: 616: 613: 610: 607: 604: 601: 598: 595: 592: 589: 586: 583: 580: 577: 574: 571: 568: 565: 562: 559: 556: 553: 550: 547: 544: 541: 538: 535: 532: 529: 526: 523: 520: 517: 514: 511: 508: 505: 502: 499: 496: 493: 490: 487: 484: 481: 478: 475: 472: 469: 466: 463: 460: 457: 454: 451: 448: 445: 442: 439: 436: 433: 430: 427: 424: 421: 418: 415: 412: 409: 406: 403: 400: 397: 394: 391: 388: 385: 382: 379: 376: 366: 271: 181:More recently, 154: 148: 128:noise artifacts 28: 25: 12: 11: 5: 1806: 1796: 1795: 1778: 1777: 1775: 1774: 1768: 1766: 1762: 1761: 1759: 1758: 1753: 1748: 1747: 1746: 1741: 1736: 1725: 1723: 1717: 1716: 1714: 1713: 1708: 1703: 1698: 1693: 1688: 1683: 1678: 1676:Shadow mapping 1673: 1668: 1663: 1662: 1661: 1656: 1651: 1646: 1641: 1636: 1631: 1621: 1616: 1611: 1606: 1601: 1596: 1590: 1588: 1584: 1583: 1581: 1580: 1575: 1570: 1569: 1568: 1558: 1551: 1546: 1541: 1540: 1539: 1529: 1524: 1519: 1514: 1509: 1503: 1498: 1492: 1487: 1481: 1479: 1473: 1472: 1469: 1468: 1466: 1465: 1460: 1455: 1450: 1445: 1439: 1437: 1428: 1427: 1422: 1417: 1411: 1409: 1403: 1402: 1400: 1399: 1394: 1388: 1386: 1380: 1379: 1372: 1371: 1364: 1357: 1349: 1340: 1339: 1333: 1322: 1298: 1288: 1277: 1262: 1257:Lafortune, E, 1251: 1246:10.1.1.63.1402 1226: 1223: 1222: 1221: 1216: 1211: 1206: 1196: 1189: 1186: 1165: 1162: 1122: 1119: 1056: 1055: 1045: 1034: 1031: 1016: 1013: 985: 982: 978: 375: 368:The following 365: 362: 361: 360: 346: 340: 331:Bright, sharp 270: 267: 147: 144: 93:depth of field 26: 9: 6: 4: 3: 2: 1805: 1794: 1791: 1790: 1788: 1773: 1770: 1769: 1767: 1763: 1757: 1754: 1752: 1749: 1745: 1742: 1740: 1737: 1735: 1732: 1731: 1730: 1727: 1726: 1724: 1722: 1718: 1712: 1709: 1707: 1704: 1702: 1699: 1697: 1694: 1692: 1689: 1687: 1684: 1682: 1681:Shadow volume 1679: 1677: 1674: 1672: 1669: 1667: 1664: 1660: 1657: 1655: 1652: 1650: 1647: 1645: 1642: 1640: 1637: 1635: 1632: 1630: 1627: 1626: 1625: 1622: 1620: 1617: 1615: 1612: 1610: 1607: 1605: 1602: 1600: 1597: 1595: 1592: 1591: 1589: 1585: 1579: 1576: 1574: 1571: 1567: 1564: 1563: 1562: 1559: 1556: 1555:Triangle mesh 1552: 1550: 1547: 1545: 1542: 1538: 1535: 1534: 1533: 1530: 1528: 1525: 1523: 1520: 1518: 1515: 1513: 1510: 1507: 1504: 1502: 1499: 1497: 1493: 1491: 1488: 1486: 1485:3D projection 1483: 1482: 1480: 1478: 1474: 1464: 1461: 1459: 1456: 1454: 1451: 1449: 1446: 1444: 1441: 1440: 1438: 1436: 1432: 1426: 1425:Text-to-image 1423: 1421: 1418: 1416: 1413: 1412: 1410: 1408: 1404: 1398: 1395: 1393: 1390: 1389: 1387: 1385: 1381: 1377: 1370: 1365: 1363: 1358: 1356: 1351: 1350: 1347: 1343: 1337: 1334: 1331: 1326: 1323: 1312: 1308: 1302: 1299: 1296: 1292: 1289: 1286: 1281: 1278: 1275: 1271: 1266: 1263: 1260: 1255: 1252: 1247: 1242: 1238: 1232: 1229: 1228: 1220: 1217: 1215: 1212: 1210: 1209:Octane Render 1207: 1204: 1200: 1197: 1195: 1192: 1191: 1185: 1183: 1179: 1170: 1161: 1158: 1154: 1152: 1146: 1144: 1140: 1136: 1127: 1118: 1115: 1111: 1107: 1106:light tracing 1103: 1099: 1098:light tracing 1093: 1091: 1086: 1085:Light tracing 1081: 1077: 1073: 1069: 1065: 1064:light tracing 1061: 1053: 1049: 1048:Light tracing 1046: 1043: 1040: 1039: 1038: 1030: 1014: 1011: 1000: 983: 980: 976: 966: 961: 373: 371: 358: 354: 350: 347: 344: 341: 338: 334: 330: 329: 328: 324: 322: 318: 316: 312: 308: 304: 300: 295: 293: 289: 287: 283: 279: 276: 266: 264: 260: 256: 255: 250: 246: 242: 241:Monster House 238: 234: 233: 228: 227:Academy Award 225:rendered the 224: 220: 215: 213: 209: 205: 201: 196: 192: 188: 184: 179: 177: 173: 169: 167: 163: 159: 153: 143: 141: 137: 133: 129: 125: 121: 116: 114: 110: 106: 102: 98: 94: 90: 86: 82: 78: 73: 71: 67: 63: 60:over all the 59: 55: 51: 47: 44: 40: 32: 23: 19: 1686:Shear matrix 1649:Path tracing 1648: 1634:Cone tracing 1629:Beam tracing 1549:Polygon mesh 1490:3D rendering 1341: 1325: 1316:16 September 1314:. Retrieved 1310: 1301: 1291: 1280: 1269: 1265: 1254: 1236: 1231: 1202: 1175: 1155: 1147: 1143:pathological 1132: 1109: 1105: 1101: 1097: 1094: 1089: 1084: 1079: 1071: 1067: 1063: 1059: 1057: 1051: 1047: 1041: 1036: 1001: 957: 467:hitSomething 367: 353:fluorescence 325: 320: 319: 296: 291: 290: 285: 284: 280: 272: 252: 231: 216: 180: 170: 162:James Kajiya 155: 117: 115:of a scene. 74: 39:Path tracing 38: 37: 1701:Translation 1654:Ray casting 1644:Ray tracing 1522:Cel shading 1496:Image-based 1477:3D graphics 1458:Ray casting 1407:2D graphics 1121:Performance 884:generateRay 707:reflectance 357:iridescence 269:Description 97:motion blur 81:ray tracing 62:illuminance 58:integrating 1765:Algorithms 1619:Reflection 941:numSamples 860:numSamples 839:finalImage 818:numSamples 809:finalImage 662:DotProduct 370:pseudocode 307:Lambertian 265:renderer. 254:Big Hero 6 124:algorithms 18:traceroute 1744:rendering 1734:animation 1624:Rendering 1295:Vray demo 1241:CiteSeerX 1015:π 984:π 908:TracePath 782:cos_theta 761:emittance 731:TracePath 674:direction 656:cos_theta 590:direction 539:emittance 527:emittance 380:TracePath 364:Algorithm 303:luminance 299:radiosity 273:Kajiya's 263:RenderMan 257:in 2014. 77:simulates 50:rendering 1787:Category 1739:modeling 1666:Rotation 1604:Clipping 1587:Concepts 1566:Deferred 1532:Lighting 1512:Aliasing 1506:Unbiased 1501:Spectral 1188:See also 960:averaged 776:incoming 725:incoming 701:material 533:material 518:material 512:thingHit 500:material 497:Material 419:MaxDepth 337:radiance 333:caustics 120:unbiased 101:caustics 1671:Scaling 1561:Shading 1336:SmallPt 1311:fxguide 1239:. ACM. 1076:caustic 848:foreach 827:foreach 146:History 89:shadows 1691:Shader 1463:Skybox 1448:Mode 7 1420:Layers 1243:  1203:Cycles 1137:of an 1135:pixels 878:camera 800:Render 758:return 737:newRay 668:newRay 584:newRay 563:origin 557:newRay 551:newRay 482:return 428:return 245:Arnold 208:OpenCL 195:Nvidia 138:, and 1711:Voxel 1696:Texel 1397:Pixel 1225:Notes 1182:BSDFs 1178:BRDFs 1139:image 935:color 929:pixel 902:color 896:pixel 890:pixel 833:pixel 815:count 806:Image 743:depth 722:Color 692:Color 653:float 620:float 617:const 524:Color 515:-> 485:Black 473:false 431:Black 416:>= 413:depth 398:depth 395:count 377:Color 232:Bunny 212:OptiX 200:GPGPU 41:is a 1435:2.5D 1318:2017 1100:and 1050:(or 797:void 770:BRDF 695:BRDF 321:III. 206:and 204:CUDA 187:GPUs 185:and 183:CPUs 156:The 66:BRDF 999:). 869:Ray 680:ray 602:ray 569:ray 548:Ray 506:ray 461:ray 452:(); 443:ray 389:ray 386:Ray 292:II. 83:or 48:of 1789:: 1309:. 938:/= 923:); 905:+= 893:); 857:in 836:in 791:); 752:); 713:PI 689:); 647:); 644:PI 611:); 470:== 455:if 407:if 355:, 351:, 335:; 286:I. 239:' 214:. 178:. 142:. 134:, 103:, 99:, 95:, 91:, 1557:) 1553:( 1508:) 1494:( 1368:e 1361:t 1354:v 1320:. 1249:. 1012:1 981:2 977:1 953:} 950:} 944:; 932:. 926:} 920:0 917:, 914:r 911:( 899:. 887:( 881:. 875:= 872:r 866:{ 863:) 854:i 851:( 845:{ 842:) 830:( 824:{ 821:) 812:, 803:( 794:} 788:p 785:/ 779:* 773:* 767:( 764:+ 749:1 746:+ 740:, 734:( 728:= 716:; 710:/ 704:. 698:= 683:. 677:, 671:. 665:( 659:= 641:* 638:2 635:( 632:/ 629:1 626:= 623:p 605:. 599:( 593:= 587:. 578:; 572:. 566:= 560:. 554:; 542:; 536:. 530:= 521:; 509:. 503:= 494:} 488:; 479:{ 476:) 464:. 458:( 446:. 440:} 434:; 425:{ 422:) 410:( 404:{ 401:) 392:, 383:( 24:.

Index

traceroute
Tracing (disambiguation)

computer graphics
Monte Carlo method
rendering
global illumination
integrating
illuminance
BRDF
physically accurate models
simulates
ray tracing
scanline rendering
shadows
depth of field
motion blur
caustics
ambient occlusion
volumetric path tracing
light scattering
unbiased
algorithms
noise artifacts
bidirectional path tracing
volumetric path tracing
Metropolis light transport
Rendering (computer graphics) § Chronology of important published ideas
rendering equation
James Kajiya

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