Knowledge

Ray casting

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358:. To draw the visible edges of a solid, generate one ray per pixel moving top-down, left-right in the screen. Evaluate each ray in order to identify the visible surface S, the first surface pointer in the sorted list of ray-surface intersections. If the visible surface at pixel location (X, Y) is different than the visible surface at pixel (X-1, Y), then display a vertical line one pixel long centered at (X-½, Y). Similarly, if the visible surface at (X, Y) if different than the visible surface at pixel (X, Y-1), then display a horizontal line one pixel long centered at (X, Y-½). The resulting drawing will consist of horizontal and vertical edges only, looking jagged in course resolutions. 378:. The volume (and similar properties) of a solid bounded by curved surfaces is easily computed by the “approximating sums” integration method, by approximating the solid with a set of rectangular parallelepipeds. This is accomplished by taking an "in-depth" picture of the solid in a parallel view. Casting rays through the screen into the solid partitions the solid into volume elements. Two dimensions of the parallelepipeds are constant, defined by the 2D spacing of rays in the screen. The third dimension is variable, defined by the enter-exit point computed. Specifically, if the horizontal and vertical distances between rays in the screen is S, then the volume “detected” by each ray is 31: 655:. The principle of coherence is that the surfaces visible at two neighboring pixels are more likely to be the same than different. Developers of computer graphics and vision systems have applied this empirical truth for efficiency and performance. For line drawings, the image area containing edges is normally much less than the total image area, so ray casting should be concentrated around the edges and not in the open regions. This can be effectively implemented by sparsely sampling the screen with rays and then locating, when neighboring rays identify different visible surfaces, the edges via binary searches. 673:
midway them at (X+½,Y) and the visible surface there identified. The distance between sample points could be further subdivided, but the search need not be deep. The primary search depth to smooth jagged edges is a function of the intensity gradient across the edge. Since (1) the area of the image that contains edges is usually a small percentage of the total area and (2) the extra rays cast in binary searches can be bounded in depth — that of the visible primitives forming the edges — the cost for smoothing jagged edges is affordable.
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primitives’ local coordinate systems, testing for ray-surface intersections, and combining the classifications—even when the ray clearly misses the solid. In order to detect a “clear miss”, a faster algorithm uses the binary composition tree as a hierarchical representation of the space that the solid composition occupies. But all position, shape, and size information is stored at the leaves of the tree where primitive solids reside. The top and intermediate nodes in the tree only specify combine operators.
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appears 3D, the player cannot look up or down or only in limited angles with shearing distortion. This style of rendering eliminates the need to fire a ray for each pixel in the frame as is the case with modern engines; once the hit point is found the projection distortion is applied to the surface texture and an entire vertical column is copied from the result into the frame. This style of rendering also imposes limitations on the type of rendering which can be performed, for example
472: 549: 828: 649:. If only the visible edges of the solid are to be displayed, the ray casting algorithm can dynamically bound the ray to cut off the search. That is, after finding that a ray intersects a sub-solid, the algorithm can use the intersection point closest to the screen to tighten the depth bound for the “ray intersections box” test. This only works for the + part of the tree, starting at the top. With – and &, nearby “in” parts of the ray may later become “out”. 348: 589: 171: 441: 46:
Research Labs from 1978–1980. His paper, "Ray Casting for Modeling Solids", describes modeled solid objects by combining primitive solids, such as blocks and cylinders, using the set operators union (+), intersection (&), and difference (-). The general idea of using these binary operators for solid modeling is largely due to Voelcker and Requicha's geometric modelling group at the University of Rochester. See
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properties and the effect of the lights in the scene, this algorithm can determine the shading of this object. The simplifying assumption is made that if a surface faces a light, the light will reach that surface and not be blocked or in shadow. The shading of the surface is computed using traditional 3D computer graphics shading models. One important advantage ray casting offered over older
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normal at the ray-surface intersection point in order to determine what is visible in the mirrored reflection. That ray intersects the triangle which is opaque. Finally, each ray-surface intersection point is tested to determine if it is in shadow. The “Shadow feeler” ray is cast from the ray-surface intersection point to the light source to determine if any other surface blocks that pathway.
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fuzzy or look like little moving escalators. Also, details in the scene smaller than the spacing between rays may be lost. The jagged edges in a line drawing can be smoothed by edge following. The purpose of such an algorithm is to minimize the number of lines needed to draw the picture within one pixel accuracy. Smooth edges result. The line drawings above were drawn this way.
86: 631:. If the operator at a composite node in the tree is – or & and the ray classifies as out of the composite’s left sub-solid, then the ray will classify as out of the composite regardless of the ray’s classification with respect to the right sub-solid. So, classifying the ray with respect to the right sub-solid is unnecessary and should be avoided for efficiency. 120:) travelling toward the observer from the ray direction. The speed and simplicity of ray casting comes from computing the color of the light without recursively tracing additional rays that sample the radiance incident on the point that the ray hit. This eliminates the possibility of accurately rendering 575:
Turner Whitted calls the secondary and additional rays “Recursive Ray Tracing”. Whitted modeled refraction for transparencies by generating a secondary ray from the visible surface point at an angle determined by the solid’s index of refraction. The secondary ray is then processed as a specular ray.
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Light rays and the camera geometry form the basis for all geometric reasoning here. This figure shows a pinhole camera model for perspective effect in image processing and a parallel camera model for mass analysis. The simple pinhole camera model consists of a focal point (or eye point) and a square
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with the objects in the scene. A homogeneous coordinate transformation is represented by 4x4 matrix. The mathematical technique is common to computer graphics and geometric modeling. A transform includes rotations around the three axes, independent scaling along the axes, translations in 3D, and even
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In early first person games, raycasting was used to efficiently render a 3D world from a 2D playing field using a simple one-dimensional scan over the horizontal width of the screen. Early first-person shooters used 2D ray casting as a technique to create a 3D effect from a 2D world. While the world
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To visualize and analyze the composite solids modeled, virtual light rays are cast as probes. By virtue of its simplicity, ray casting is reliable and extensible. The most difficult mathematical problem is finding line-surface intersection points. So, surfaces as planes, quadrics, tori, and probably
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as both are essentially the same technique under different names. Scott Roth had invented the term "ray casting" before having heard of "ray tracing". Additionally, Scott Roth's development of ray casting at GM Research Labs occurred concurrently with Turner Whitted's ray tracing work at Bell Labs.
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The jagged edges caused by aliasing is an undesirable effect of point sampling techniques and is a classic problem with raster display algorithms. Linear or smoothly curved edges will appear jagged and are particularly objectionable in animations because movement of the image makes the edges appear
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Ray casting qualifies as a brute force method for solving problems. The minimal algorithm is simple, particularly in consideration of its many applications and ease of use, but applications typically cast many rays. Millions of rays may be cast to render a single frame of an animated film. Computer
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Roth's ray casting system generated the images of solid objects on the right. Box enclosures, dynamic bounding, and coherence were used for optimization. For each picture, the screen was sampled with a density of about 100x100 (e.g., 10,000) rays and new edges were located via binary searches. Then
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Three algorithms using ray casting are to make line drawings, to make shaded pictures, and to compute volumes and other physical properties. Each algorithm, given a camera model, casts one ray per pixel in the screen. For computing volume, the resolution of the pixel screen to use depends on the
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is furthest. In association with the ray parameters, the surface pointers contain a unique address for the intersected surface’s information. The surface can have various properties such as color, specularity, transparency with/without refraction, translucency, etc. The solid associated with the
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for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a camera through each pixel in the camera sensor to determine what is visible along the ray in the 3D scene. The term "Ray Casting" was introduced by Scott Roth while at the General Motors
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for a general approach.) Edges are formed by the intersection of surfaces or by the profile of a curved surface. Applying "Coherence" as described above via binary search, if the visible surface at pixel (X,Y) is different than the visible surface at pixel (X+1,Y), then a ray could be generated
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Characterizing with enclosures the space that all solids fill gives all nodes in the tree an abstract summary of position and size information. Then, the quick “ray intersects enclosure” tests guide the search in the hierarchy. When the test fails at an intermediate node in the tree, the ray is
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For a single pixel in the image to be rendered, the algorithm casts a ray starting at the focal point and determines that it intersects a semi-transparent rectangle and a shiny circle. An additional ray must then be cast starting at that point in the direction symmetrically opposite the surface
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pixel array (or screen). Straight light rays pass through the pixel array to connect the focal point with the scene, one ray per pixel. To shade pictures, the rays’ intensities are measured and stored as pixels. The reflecting surface responsible for a pixel’s value intersects the pixel’s ray.
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When the focal length, distance between focal point and screen, is infinite, then the view is called “parallel” because all light rays are parallel to each other, perpendicular to the screen. Although the perspective view is natural for making pictures, some applications need rays that can be
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The idea behind ray casting is to trace rays from the eye, one per pixel, and find the closest object blocking the path of that ray – think of an image as a screen-door, with each square in the screen being a pixel. This is then the object the eye sees through that pixel. Using the material
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By using minimum bounding boxes around the solids in the composition tree, the exhaustive search for a ray-solid intersection resembles an efficient binary search. The brute force algorithm does an exhaustive search because it always visits all the nodes in the tree—transforming the ray into
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Ray casting is a natural modeling tool for making shaded pictures. The grayscale ray-casting system developed by Scott Roth and Daniel Bass at GM Research Labs produced pictures on a Ramtek color raster display around 1979. To compose pictures, the system provided the user with the following
68:)). Rendering an image in that way is difficult to achieve with hidden surface/edge removal. Plus, silhouettes of curved surfaces have to be explicitly solved for whereas it is an implicit by-product of ray casting, so there is no need to explicitly solve for it whenever the view changes. 55:
Before ray casting (and ray tracing), computer graphics algorithms projected surfaces or edges (e.g., lines) from the 3D world to the image plane where visibility logic had to be applied. The world-to-image plane projection is a 3D homogeneous coordinate system transformation (aka:
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The ray casting procedure starts at the top of the solid composition tree, recursively descends to the bottom, classifies the ray with respect to the primitive solids, and then returns up the tree combining the classifications of the left and right subtrees.
637:. By initially combining the screen-to-scene transform with the primitive’s scene-to-local transform and storing the resulting screen-to-local transforms in the primitive’s data structures, one ray transform per ray-surface intersection is eliminated. 77:
skewing. Transforms are easily concatenated via matrix arithmetic. For use with a 4x4 matrix, a point is represented by and a direction vector is represented by . (The fourth term is for translation and that does not apply to direction vectors.)
793:. Then it transformed each element of the heightmap into a column of pixels, determined which are visible (that is, have not been occluded by pixels that have been drawn in front), and drew them with the corresponding color from the texture map. 604:
Accurately assessing the cost savings for using enclosures is difficult because it depends on the spatial distribution of the primitives (the complexity distribution) and on the organization of the composition tree. The optimal conditions are:
372:. The pixel’s value, the displayable light intensity, is proportional to the cosine of the angle formed by the surface normal and the light-source-to-surface vector. Processing all pixels this way produces a raster-type picture of the scene. 368:. To make a shaded picture, again cast one ray per pixel in the screen. This time, however, use the visible surface pointer S at each pixel to access the description of the surface. From this, compute the surface normal at the visible point 874:
so that for each query ray, the initial object hit by the ray can be found quickly. The problem has been investigated for various settings: space dimension, types of objects, restrictions on query rays, etc. One technique is to use a
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The purpose of the grid based levels was twofold — ray-wall collisions can be found more quickly since the potential hits become more predictable and memory overhead is reduced. However, encoding wide-open areas takes extra space.
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surface may have its own physical properties such as density. This could be useful, for instance, when an object consists of an assembly of different materials and the overall center of mass and moments of inertia are of interest.
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Ray casting greatly simplified image rendering of 3D objects and scenes because a line transforms to a line. So, instead of projecting curved edges and surfaces in the 3D scene to the 2D image plane, transformed lines (rays) are
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even parametric surface patches may bound the primitive solids. The adequacy and efficiency of ray casting are issues addressed here. A fast picture generation capability for interactive modeling is the biggest challenge.
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Shading algorithms that implement all of the realistic effects are computationally expensive, but relatively simple. For example, the following figure shows the additional rays that could be cast for a single light
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Given geometric definitions of the objects, each bounded by one or more surfaces, the result of computing one ray’s intersection with all bounded surfaces in the screen is defined by two arrays,
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was built from a square based grid of uniform height walls meeting solid-colored floors and ceilings. In order to draw the world, a single ray was traced for every column of screen
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for a broad overview of solid modeling methods. This figure on the right shows a U-Joint modeled from cylinders and blocks in a binary tree using Roth's ray casting system in 1979.
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For modeling convenience, a typical standard coordinate system for the camera has the screen in the X-Y plane, the scene in the +Z half space, and the focal point on the -Z axis.
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all edges were followed by casting additional rays at one pixel increments on the two sides of the edges. Each picture was drawn on a Tektronix tube at 780x780 resolution.
643:. Given a deep composition tree, recursion can be expensive in combination with allocating and freeing up memory. Recursion can be simulated using static arrays as stacks. 624:
The following are miscellaneous performance improvements made in Roth’s paper on ray casting, but there have been considerable improvements subsequently made by others.
221:). In this form, points on the line are ordered and accessed via a single parameter t. For every value of t, a corresponding point (X, Y, Z) on the line is defined: 250:
If the vector is normalized, then the parameter t is distance along the line. The vector can be normalized easily with the following computation:
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A ray is simply a straight line in the 3D space of the camera model. It is best defined as a direction vector in parameterized form as a point (X
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To smooth the jagged edges in a shaded picture with subpixel accuracy, additional rays should be cast for information about the edges. (See
1243: 156:. If a mathematical surface can be intersected by a ray, it can be rendered using ray casting. Elaborate objects can be created by using 437:
This figure shows the parallelepipeds for a modeled solid using ray casting. This is a use of parallel-projection camera model.
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desired accuracy of the solution. For line drawings and picture shading, the resolution determines the quality of the image.
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processing time increases with the resolution of the screen and the number of primitive solids/surfaces in the composition.
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This figure shows an example of the binary operators in a composition tree using + and – where a single ray is evaluated.
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kept many of the raycasting 2.5D restrictions for speed but went on to switch to alternative rendering techniques (like
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may not. That is polygons must be full in front of or behind one another, they may not partially overlap or intersect.
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guaranteed to classify as out of the composite, so recursing down its subtrees to further investigate is unnecessary.
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was selected and scaled according to where in the world the ray hits a wall and how far it travels before doing so.
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Example line drawings made by casting rays. Two are standard plan views. One shows hidden edges as dashed lines.
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Game using ray casting rendering, making use of advanced techniques to render floor at multiple height levels
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is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as
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Voelker, H. B.; Requicha, A. A. G. (December 1977). "Geometric modeling of mechanical parts and processes".
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This figure illustrates the combining of the left and right classifications for all three binary operators.
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Composition tree is balanced and organized so that sub-solids near in space are also nearby in the tree
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where L is defined as the length of the direction vector. (If already normalized, this is equal to 1.)
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Requicha, A. A. G. (December 1980). "Representation for rigid solids: Theory, methods, and systems".
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traced a ray through each column of screen pixels and tested each ray against points in a
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where n is the number of ray-surface intersections. The ordered list of ray parameters
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Whitted, Turner (June 1980), "An Improved Illumination Model for Shaded Display",
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The three binary operations: union (+), intersection (&), and difference (-)
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maps or other methods. The high speed of calculation made ray casting a handy
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and may be stated as the following query problem: given a set of objects in
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was its ability to easily deal with non-planar surfaces and solids, such as
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Looking up and down in a raycasting game - y-shearing, change pitch #Shorts
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This figure shows a table scene with shadows from two point light sources.
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Interactive raycaster for the Commodore 64 in 254 bytes (with source code)
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For the refraction formula and pictorial examples, see Whitted’s paper.
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to render three-dimensional scenes to two-dimensional images. Geometric
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Methodological basis for 3D CAD/CAM solid modeling and image rendering
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with added floors and ceilings texturing and variable wall heights.
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Roth, Scott D. (February 1982), "Ray Casting for Modeling Solids",
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From the abstract for the paper "Ray Casting for Modeling Solids":
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Camera local coordinate system with the "screen" in the Z=0 plane
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Demonstration of a ray casting sweep through a video game level
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Interactive raycaster for MSDOS in 64 bytes (with source code)
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denote the enter-exit points. The ray enters a solid at point
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A more sophisticated ray-casting algorithm which considers
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Ray-cast image of idealized universal joint with shadow
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(December 1973). 676: 620:All primitive enclosures mutually overlap 980: 693: 609:No primitive enclosures overlap in space 587: 547: 470: 452: 439: 346: 188: 84: 29: 1031: 552:Two point light sources produce shadows 376:COMPUTING VOLUME AND MOMENTS OF INERTIA 14: 1662: 1113:Wolfenstein-style ray casting tutorial 938:Computer Graphics and Image Processing 93:Ray casting is the most basic of many 1251: 1225: 1131:1995, pp. 14, 398, 935-936, 941-943. 616:In contrast, the worst condition is: 116:of the observer to sample the light ( 1649:List of computer graphics algorithms 1072:"Ray Casting (Concept) - Giant Bomb" 935: 822: 796: 681:For the history of ray casting, see 1310: 690:Ray casting in early computer games 509:Locations and intensities of lights 24: 1201:Raycasting example in the browser. 766: 562: 169: 25: 1681: 1194: 1129:Black Art of 3D Game Programming. 761:improved Wolfenstein-based engine 714: 826: 659: 457:Ray in binary solid construction 444:Solid modeled by parallelepipeds 307:Surface pointers: S, S, ..., S 183:uniformly distributed in space. 160:techniques and easily rendered. 1174: 1162:from the original on 2021-12-12 1142: 742: 1118: 1106: 1085: 1025: 1009: 974: 955: 929: 819:Computational geometry setting 492:Viewing direction and position 13: 1: 1606:3D computer graphics software 923: 903:Radiosity (computer graphics) 731:and a vertical slice of wall 330:is closest to the camera and 1670:Computer graphics algorithms 1421:Hidden-surface determination 950:10.1016/0146-664X(82)90169-1 128:, or the natural falloff of 7: 882: 209:) and a direction vector (D 64:, or projective transform ( 10: 1686: 567:Follow up rays for effects 80: 1641: 1596: 1463: 1352: 1282: 1259: 1034:Communications of the ACM 580:Enclosures and efficiency 480:Realistic shaded pictures 449:In-out ray classification 339:Applying the information 1633:Vector graphics editors 1628:Raster graphics editors 506:Number of light sources 1516:Checkerboard rendering 889:Ray tracing (graphics) 860:computational geometry 699: 683:ray tracing (graphics) 677:History of ray casting 593: 568: 553: 476: 458: 445: 352: 194: 175: 90: 35: 1471:Affine transformation 1450:Surface triangulation 1394:Anisotropic filtering 1047:10.1145/358876.358882 995:10.1145/356827.356833 983:ACM Computing Surveys 697: 591: 566: 551: 474: 456: 443: 350: 192: 173: 88: 62:affine transformation 33: 864:ray shooting problem 778:engine developed by 524:Surface reflectance 322:, enters a solid at 112:are traced from the 1486:Collision detection 1414:Global illumination 893:global illumination 877:sparse voxel octree 295:Ray parameters: 146:scanline algorithms 1536:Scanline rendering 1330:Parallax scrolling 1320:Isometric graphics 913:Volume ray casting 838:. You can help by 808:id Software's DOOM 700: 594: 592:Tree of enclosures 569: 554: 477: 459: 446: 353: 195: 176: 91: 36: 1657: 1656: 1598:Graphics software 1491:Planar projection 1476:Back-face culling 1348: 1347: 1292:Alpha compositing 1253:Computer graphics 856: 855: 797:Beyond raycasting 512:Optionally shadow 95:computer graphics 16:(Redirected from 1677: 1583:Volume rendering 1455:Wire-frame model 1308: 1307: 1246: 1239: 1232: 1223: 1222: 1189: 1178: 1172: 1171: 1169: 1167: 1146: 1140: 1122: 1116: 1110: 1104: 1103: 1102: 1101: 1089: 1083: 1082: 1080: 1078: 1068: 1059: 1058: 1049: 1029: 1023: 1022: 1013: 1007: 1006: 978: 972: 971: 959: 953: 952: 933: 851: 848: 830: 823: 647:Dynamic Bounding 21: 1685: 1684: 1680: 1679: 1678: 1676: 1675: 1674: 1660: 1659: 1658: 1653: 1637: 1592: 1459: 1404:Fluid animation 1344: 1306: 1278: 1269:Diffusion curve 1261:Vector graphics 1255: 1250: 1197: 1192: 1179: 1175: 1165: 1163: 1148: 1147: 1143: 1123: 1119: 1111: 1107: 1099: 1097: 1091: 1090: 1086: 1076: 1074: 1070: 1069: 1062: 1030: 1026: 1014: 1010: 979: 975: 960: 956: 934: 930: 926: 885: 852: 846: 843: 836:needs expansion 821: 799: 772: 747: 721:The video game 719: 709:depth buffering 692: 679: 662: 635:Transformations 582: 515:Intensities of 482: 451: 424: 422: 418: 414: 406: 366:SHADED PICTURES 341: 308: 290: 288: 284: 280: 276: 272: 268: 264: 260: 256: 248: 247: 243: 239: 235: 231: 227: 220: 216: 212: 208: 204: 200: 158:solid modelling 83: 28: 23: 22: 15: 12: 11: 5: 1683: 1673: 1672: 1655: 1654: 1652: 1651: 1645: 1643: 1639: 1638: 1636: 1635: 1630: 1625: 1624: 1623: 1618: 1613: 1602: 1600: 1594: 1593: 1591: 1590: 1585: 1580: 1575: 1570: 1565: 1560: 1555: 1553:Shadow mapping 1550: 1545: 1540: 1539: 1538: 1533: 1528: 1523: 1518: 1513: 1508: 1498: 1493: 1488: 1483: 1478: 1473: 1467: 1465: 1461: 1460: 1458: 1457: 1452: 1447: 1446: 1445: 1435: 1428: 1423: 1418: 1417: 1416: 1406: 1401: 1396: 1391: 1386: 1380: 1375: 1369: 1364: 1358: 1356: 1350: 1349: 1346: 1345: 1343: 1342: 1337: 1332: 1327: 1322: 1316: 1314: 1305: 1304: 1299: 1294: 1288: 1286: 1280: 1279: 1277: 1276: 1271: 1265: 1263: 1257: 1256: 1249: 1248: 1241: 1234: 1226: 1220: 1219: 1214: 1209: 1204: 1196: 1195:External links 1193: 1191: 1190: 1173: 1141: 1117: 1105: 1084: 1060: 1040:(6): 343–349, 1024: 1021:. Mcgraw-Hill. 1008: 989:(4): 437–464. 973: 954: 944:(2): 109–144, 927: 925: 922: 921: 920: 915: 910: 905: 900: 898:Photon mapping 895: 884: 881: 872:data structure 854: 853: 833: 831: 820: 817: 798: 795: 771: 765: 751:Raven Software 746: 741: 724:Wolfenstein 3D 718: 716:Wolfenstein 3D 713: 691: 688: 678: 675: 661: 658: 657: 656: 650: 644: 638: 632: 622: 621: 614: 613: 610: 581: 578: 546: 545: 544: 543: 537: 531: 522: 521: 520: 519:and background 513: 510: 507: 501: 500: 499: 496: 493: 481: 478: 450: 447: 420: 416: 412: 410: 380: 340: 337: 294: 286: 282: 278: 274: 270: 266: 262: 258: 254: 252: 245: 241: 237: 233: 229: 225: 223: 218: 214: 210: 206: 202: 198: 82: 79: 49:solid modeling 26: 9: 6: 4: 3: 2: 1682: 1671: 1668: 1667: 1665: 1650: 1647: 1646: 1644: 1640: 1634: 1631: 1629: 1626: 1622: 1619: 1617: 1614: 1612: 1609: 1608: 1607: 1604: 1603: 1601: 1599: 1595: 1589: 1586: 1584: 1581: 1579: 1576: 1574: 1571: 1569: 1566: 1564: 1561: 1559: 1558:Shadow volume 1556: 1554: 1551: 1549: 1546: 1544: 1541: 1537: 1534: 1532: 1529: 1527: 1524: 1522: 1519: 1517: 1514: 1512: 1509: 1507: 1504: 1503: 1502: 1499: 1497: 1494: 1492: 1489: 1487: 1484: 1482: 1479: 1477: 1474: 1472: 1469: 1468: 1466: 1462: 1456: 1453: 1451: 1448: 1444: 1441: 1440: 1439: 1436: 1433: 1432:Triangle mesh 1429: 1427: 1424: 1422: 1419: 1415: 1412: 1411: 1410: 1407: 1405: 1402: 1400: 1397: 1395: 1392: 1390: 1387: 1384: 1381: 1379: 1376: 1374: 1370: 1368: 1365: 1363: 1362:3D projection 1360: 1359: 1357: 1355: 1351: 1341: 1338: 1336: 1333: 1331: 1328: 1326: 1323: 1321: 1318: 1317: 1315: 1313: 1309: 1303: 1302:Text-to-image 1300: 1298: 1295: 1293: 1290: 1289: 1287: 1285: 1281: 1275: 1272: 1270: 1267: 1266: 1264: 1262: 1258: 1254: 1247: 1242: 1240: 1235: 1233: 1228: 1227: 1224: 1218: 1215: 1213: 1210: 1208: 1205: 1203:(unavailable) 1202: 1199: 1198: 1187: 1186:3-540-57020-9 1183: 1177: 1161: 1157: 1156: 1151: 1145: 1138: 1137:1-57169-004-2 1134: 1130: 1126: 1125:Andre LaMothe 1121: 1115:by F. Permadi 1114: 1109: 1096: 1095: 1088: 1073: 1067: 1065: 1057: 1053: 1048: 1043: 1039: 1035: 1028: 1020: 1012: 1004: 1000: 996: 992: 988: 984: 977: 969: 965: 958: 951: 947: 943: 939: 932: 928: 919: 916: 914: 911: 909: 906: 904: 901: 899: 896: 894: 890: 887: 886: 880: 878: 873: 869: 865: 861: 850: 841: 837: 834:This section 832: 829: 825: 824: 816: 814: 810: 809: 804: 794: 792: 788: 786: 781: 777: 769: 764: 762: 758: 757: 752: 745: 740: 736: 734: 730: 726: 725: 717: 712: 710: 706: 705:depth sorting 696: 687: 684: 674: 671: 670:Supersampling 666: 660:Anti-aliasing 654: 651: 648: 645: 642: 639: 636: 633: 630: 627: 626: 625: 619: 618: 617: 611: 608: 607: 606: 602: 598: 590: 586: 577: 573: 565: 561: 557: 550: 542: 538: 536: 532: 530: 526: 525: 523: 518: 517:ambient light 514: 511: 508: 505: 504: 503:Illumination 502: 497: 494: 491: 490: 488: 487: 486: 473: 469: 466: 462: 455: 442: 438: 435: 433: 429: 409: 404: 400: 396: 392: 388: 384: 379: 377: 373: 371: 367: 363: 359: 357: 356:LINE DRAWINGS 349: 345: 336: 333: 329: 326:, etc. Point 325: 321: 317: 313: 306: 302: 298: 293: 251: 222: 191: 187: 184: 180: 174:Camera models 172: 168: 167: 161: 159: 155: 151: 147: 141: 139: 135: 131: 127: 123: 119: 115: 111: 107: 103: 99: 96: 87: 78: 75: 69: 67: 63: 59: 58:3D projection 53: 51: 50: 44: 40: 32: 19: 1563:Shear matrix 1530: 1526:Path tracing 1511:Cone tracing 1506:Beam tracing 1426:Polygon mesh 1367:3D rendering 1334: 1176: 1164:. Retrieved 1153: 1144: 1128: 1120: 1108: 1098:, retrieved 1093: 1087: 1075:. Retrieved 1037: 1033: 1027: 1018: 1011: 986: 982: 976: 967: 963: 957: 941: 937: 931: 908:Path tracing 867: 863: 857: 844: 840:adding to it 835: 806: 800: 784: 773: 767: 756:ShadowCaster 754: 748: 744:ShadowCaster 743: 737: 722: 720: 715: 704: 701: 680: 667: 663: 652: 646: 640: 634: 628: 623: 615: 603: 599: 595: 583: 574: 570: 558: 555: 533:% reflected 527:% reflected 483: 467: 463: 460: 436: 431: 427: 425: 407: 402: 398: 394: 390: 386: 382: 375: 374: 369: 365: 364: 360: 355: 354: 342: 331: 327: 323: 319: 315: 311: 309: 304: 300: 296: 291: 249: 196: 185: 181: 177: 164: 162: 142: 92: 70: 54: 47: 38: 37: 1578:Translation 1531:Ray casting 1521:Ray tracing 1399:Cel shading 1373:Image-based 1354:3D graphics 1335:Ray casting 1284:2D graphics 805:games like 776:Voxel Space 541:transmitted 498:Zoom factor 318:, exits at 126:refractions 122:reflections 106:image order 102:ray tracing 74:intersected 43:ray tracing 39:Ray casting 1642:Algorithms 1496:Reflection 1100:2023-09-28 924:References 629:Early Outs 535:specularly 485:controls: 381:S × S × ( 253:Dist = √(D 66:Homography 18:Raycasting 1621:rendering 1611:animation 1501:Rendering 1188:, 201 pp. 1166:31 August 1077:31 August 1003:207568300 791:heightmap 780:NovaLogic 653:Coherence 641:Recursion 529:diffusely 397:+ ∙∙∙ + 98:rendering 1664:Category 1616:modeling 1543:Rotation 1481:Clipping 1464:Concepts 1443:Deferred 1409:Lighting 1389:Aliasing 1383:Unbiased 1378:Spectral 1160:Archived 964:Computer 883:See also 847:May 2010 785:Comanche 782:for the 768:Comanche 759:uses an 281:/ Dist D 273:/ Dist D 118:radiance 1548:Scaling 1438:Shading 1155:YouTube 1056:9524504 733:texture 560:source. 411:L = √(D 303:, ..., 289:/ Dist 244:+ t ¡ D 236:+ t ¡ D 228:+ t ¡ D 154:spheres 134:texture 130:shadows 81:Concept 1568:Shader 1340:Skybox 1325:Mode 7 1297:Layers 1184:  1135:  1054:  1001:  801:Later 770:series 729:pixels 426:Each ( 405:) / L 1588:Voxel 1573:Texel 1274:Pixel 1052:S2CID 999:S2CID 787:games 753:game 489:View 240:Z = Z 232:Y = Y 224:X = X 150:cones 1312:2.5D 1182:ISBN 1168:2021 1133:ISBN 1079:2021 918:2.5D 774:The 749:The 707:but 152:and 110:rays 1042:doi 991:doi 946:doi 858:In 842:. 813:BSP 803:DOS 419:+ D 415:+ D 389:+ 285:= D 277:= D 269:= D 265:) D 261:+ D 257:+ D 217:, D 213:, D 205:, Z 201:, Y 114:eye 1666:: 1158:. 1152:. 1127:. 1063:^ 1050:, 1038:23 1036:, 997:. 987:12 985:. 968:10 966:. 942:18 940:, 879:. 539:% 423:) 299:, 140:. 124:, 60:, 1434:) 1430:( 1385:) 1371:( 1245:e 1238:t 1231:v 1170:. 1139:. 1081:. 1044:: 1015:. 1005:. 993:: 970:. 948:: 868:d 849:) 845:( 432:t 430:- 428:t 421:z 417:y 413:x 403:t 401:- 399:t 395:t 393:- 391:t 387:t 385:- 383:t 370:t 332:t 328:t 324:t 320:t 316:t 312:t 305:t 301:t 297:t 287:z 283:z 279:y 275:y 271:x 267:x 263:z 259:y 255:x 246:z 242:0 238:y 234:0 230:x 226:0 219:z 215:y 211:x 207:0 203:0 199:0 20:)

Index

Raycasting

ray tracing
solid modeling
3D projection
affine transformation
Homography
intersected

computer graphics
rendering
ray tracing
image order
rays
eye
radiance
reflections
refractions
shadows
texture
rendering method in early real-time 3D video games
scanline algorithms
cones
spheres
solid modelling
Camera models



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