Ray tracing (graphics)
   HOME

TheInfoList



OR:

In
3D computer graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for t ...
, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images. On a spectrum of
computational cost In computational complexity theory, a computational resource is a resource used by some computational models in the solution of computational problems. The simplest computational resources are computation time, the number of steps necessary to s ...
and visual fidelity, ray tracing-based rendering techniques, such as
ray casting Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a came ...
, recursive ray tracing,
distribution ray tracing Distributed ray tracing, also called distribution ray tracing and stochastic ray tracing, is a refinement of ray tracing that allows for the rendering of "soft" phenomena. Conventional ray tracing uses single rays to sample many different domain ...
,
photon mapping In computer graphics, photon mapping is a two-pass global illumination rendering algorithm developed by Henrik Wann Jensen between 1995 and 2001Jensen, H. (1996). ''Global Illumination using Photon Maps''. nlineAvailable at: http://graphics.stanf ...
and
path tracing Path tracing is a computer graphics Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality. Fundamentally, the algorithm is integrating over all the illuminance arriving to ...
, are generally slower and higher fidelity than
scanline rendering Scanline rendering (also scan line rendering and scan-line rendering) is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis. All of t ...
methods. Thus, ray tracing was first deployed in applications where taking a relatively long time to render could be tolerated, such as in still computer-generated images, and film and television
visual effects Visual effects (sometimes abbreviated VFX) is the process by which imagery is created or manipulated outside the context of a live-action shot in filmmaking and video production. The integration of live-action footage and other live-action foota ...
(VFX), but was less suited to
real-time Real-time or real time describes various operations in computing or other processes that must guarantee response times within a specified time (deadline), usually a relatively short time. A real-time process is generally one that happens in defined ...
applications such as
video game Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This fee ...
s, where speed is critical in rendering each
frame A frame is often a structural system that supports other components of a physical construction and/or steel frame that limits the construction's extent. Frame and FRAME may also refer to: Physical objects In building construction *Framing (con ...
. Since 2018, however, hardware acceleration for real-time ray tracing has become standard on new commercial graphics cards, and graphics APIs have followed suit, allowing developers to use hybrid ray tracing and
rasterization In computer graphics, rasterisation (British English) or rasterization (American English) is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image (a series of pixels, dots or lines, whi ...
-based rendering in games and other real-time applications with a lesser hit to frame render times. Ray tracing is capable of simulating a variety of
optical Optics is the branch of physics that studies the behaviour and properties of light, including its interactions with matter and the construction of instruments that use or detect it. Optics usually describes the behaviour of visible, ultravio ...
effects, such as
reflection Reflection or reflexion may refer to: Science and technology * Reflection (physics), a common wave phenomenon ** Specular reflection, reflection from a smooth surface *** Mirror image, a reflection in a mirror or in water ** Signal reflection, in ...
,
refraction In physics, refraction is the redirection of a wave as it passes from one medium to another. The redirection can be caused by the wave's change in speed or by a change in the medium. Refraction of light is the most commonly observed phenome ...
,
soft shadows The umbra, penumbra and antumbra are three distinct parts of a shadow, created by any light source after impinging on an opaque object. Assuming no diffraction, for a collimated beam (such as a point source) of light, only the umbra is cast. Th ...
, scattering, depth of field,
motion blur Motion blur is the apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation. It results when the image being recorded changes during the recording of a single exposure, due to rapid movement or lo ...
, caustics,
ambient occlusion In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occluded ...
and
dispersion Dispersion may refer to: Economics and finance * Dispersion (finance), a measure for the statistical distribution of portfolio returns * Price dispersion, a variation in prices across sellers of the same item *Wage dispersion, the amount of variat ...
phenomena (such as
chromatic aberration In optics, chromatic aberration (CA), also called chromatic distortion and spherochromatism, is a failure of a lens to focus all colors to the same point. It is caused by dispersion: the refractive index of the lens elements varies with the w ...
). It can also be used to trace the path of
sound waves In physics, sound is a vibration that propagates as an acoustic wave, through a transmission medium such as a gas, liquid or solid. In human physiology and psychology, sound is the ''reception'' of such waves and their ''perception'' by the ...
in a similar fashion to light waves, making it a viable option for more immersive sound design in video games by rendering realistic reverberation and
echo In audio signal processing and acoustics, an echo is a reflection of sound that arrives at the listener with a delay after the direct sound. The delay is directly proportional to the distance of the reflecting surface from the source and the lis ...
es. In fact, any physical
wave In physics, mathematics, and related fields, a wave is a propagating dynamic disturbance (change from equilibrium) of one or more quantities. Waves can be periodic, in which case those quantities oscillate repeatedly about an equilibrium (re ...
or
particle In the physical sciences, a particle (or corpuscule in older texts) is a small localized object which can be described by several physical or chemical properties, such as volume, density, or mass. They vary greatly in size or quantity, from ...
phenomenon with approximately linear motion can be simulated with ray tracing. Ray tracing-based rendering techniques that involve sampling light over a domain generate
image noise Image noise is random variation of brightness or color information in images, and is usually an aspect of electronic noise. It can be produced by the image sensor and circuitry of a scanner or digital camera. Image noise can also originate in ...
artifacts that can be addressed by tracing a very large number of rays or using
denoising Noise reduction is the process of removing noise from a signal. Noise reduction techniques exist for audio and images. Noise reduction algorithms may distort the signal to some degree. Noise rejection is the ability of a circuit to isolate an un ...
techniques.


History

The idea of ray tracing comes from as early as the 16th century when it was described by Albrecht Dürer, who is credited for its invention.. In ''Four Books on Measurement'', he described an apparatus called a ''Dürer's door'' using a thread attached to the end of a stylus that an assistant moves along the contours of the object to draw. The thread passes through the door's frame and then through a hook on the wall. The thread forms a ray and the hook acts as the center of projection and corresponds to the camera position in ray tracing. Using a computer for ray tracing to generate shaded pictures was first accomplished by Arthur Appel in 1968. Appel used ray tracing for primary visibility (determining the closest surface to the camera at each image point), and traced secondary rays to the light source from each point being shaded to determine whether the point was in shadow or not. Later, in 1971, Goldstein and Nagel of MAGI (Mathematical Applications Group, Inc.) published “3-D Visual Simulation”, wherein ray tracing is used to make shaded pictures of solids by simulating the photographic process in reverse. They cast a ray through each picture element (pixel) in the screen into the scene to identify the visible surface. The first surface intersected by the ray was the visible one. This non-recursive ray tracing-based rendering algorithm is today called "
ray casting Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a came ...
". At the ray-surface intersection point found, they computed the surface normal and, knowing the position of the light source, computed the brightness of the pixel on the screen. Their publication describes a short (30 second) film “made using the University of Maryland’s display hardware outfitted with a 16mm camera. The film showed the helicopter and a simple ground level gun emplacement. The helicopter was programmed to undergo a series of maneuvers including turns, take-offs, and landings, etc., until it eventually is shot down and crashed.” A ''
CDC 6600 The CDC 6600 was the flagship of the 6000 series of mainframe computer systems manufactured by Control Data Corporation. Generally considered to be the first successful supercomputer, it outperformed the industry's prior recordholder, the IBM ...
'' computer was used. MAGI produced an animation video called ''MAGI/SynthaVision Sampler'' in 1974. Another early instance of ray casting came in 1976, when Scott Roth created a flip book animation in
Bob Sproull Robert Fletcher "Bob" Sproull (born c. 1945) is an American computer scientist, who worked for Oracle Corporation where he was director of Oracle Labs in Burlington, Massachusetts. He is currently an adjunct professor at the College of Informa ...
's computer graphics course at
Caltech The California Institute of Technology (branded as Caltech or CIT)The university itself only spells its short form as "Caltech"; the institution considers other spellings such a"Cal Tech" and "CalTech" incorrect. The institute is also occasional ...
. The scanned pages are shown as a video on the right. Roth's computer program noted an edge point at a pixel location if the ray intersected a bounded plane different from that of its neighbors. Of course, a ray could intersect multiple planes in space, but only the surface point closest to the camera was noted as visible. The edges are jagged because only a coarse resolution was practical with the computing power of the time-sharing DEC
PDP-10 Digital Equipment Corporation (DEC)'s PDP-10, later marketed as the DECsystem-10, is a mainframe computer family manufactured beginning in 1966 and discontinued in 1983. 1970s models and beyond were marketed under the DECsystem-10 name, espec ...
used. The “terminal” was a
Tektronix Tektronix, Inc., historically widely known as Tek, is an American company best known for manufacturing test and measurement devices such as oscilloscopes, logic analyzers, and video and mobile test protocol equipment. Originally an independent ...
storage-tube display for text and graphics. Attached to the display was a printer which would create an image of the display on rolling thermal paper. Roth extended the framework, introduced the term ''
ray casting Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a came ...
'' in the context of
computer graphics Computer graphics deals with generating images with the aid of computers. Today, computer graphics is a core technology in digital photography, film, video games, cell phone and computer displays, and many specialized applications. A great de ...
and
solid modeling Solid modeling (or solid modelling) is a consistent set of principles for mathematical and computer modeling of three-dimensional shapes '' (solids)''. Solid modeling is distinguished from related areas of geometric modeling and computer graphi ...
, and later published his work while at GM Research Labs. Turner Whitted was the first to show recursive ray tracing for mirror reflection and for refraction through translucent objects, with an angle determined by the solid's index of refraction, and to use ray tracing for
anti-aliasing Anti-aliasing may refer to any of a number of techniques to combat the problems of aliasing in a sampled signal such as a digital image or digital audio recording. Specific topics in anti-aliasing include: * Anti-aliasing filter, a filter used be ...
. Whitted also showed ray traced shadows. He produced a recursive ray-traced film called ''The Compleat Angler'' in 1979 while an engineer at Bell Labs. Whitted's deeply recursive ray tracing algorithm reframed rendering from being primarily a matter of surface visibility determination to being a matter of light transport. His paper inspired a series of subsequent work by others that included
distribution ray tracing Distributed ray tracing, also called distribution ray tracing and stochastic ray tracing, is a refinement of ray tracing that allows for the rendering of "soft" phenomena. Conventional ray tracing uses single rays to sample many different domain ...
and finally
unbiased Bias is a disproportionate weight ''in favor of'' or ''against'' an idea or thing, usually in a way that is closed-minded, prejudicial, or unfair. Biases can be innate or learned. People may develop biases for or against an individual, a group, ...
path tracing Path tracing is a computer graphics Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality. Fundamentally, the algorithm is integrating over all the illuminance arriving to ...
, which provides the ''
rendering equation In computer graphics, the rendering equation is an integral equation in which the equilibrium radiance leaving a point is given as the sum of emitted plus reflected radiance under a geometric optics approximation. It was simultaneously introduc ...
'' framework that has allowed computer generated imagery to be faithful to reality. For decades,
global illumination Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly fro ...
in major films using computer generated imagery was faked with additional lights. Ray tracing-based rendering eventually changed that by enabling physically-based light transport. Early feature films rendered entirely using path tracing include '' Monster House'' (2006), ''
Cloudy with a Chance of Meatballs ''Cloudy with a Chance of Meatballs'' is a children's book written by Judi Barrett and illustrated by Ron Barrett. It was first published in 1978 by Atheneum Books, followed by a 1982 trade paperback edition from sister company Aladdin Paperb ...
'' (2009), and '' Monsters University'' (2013).


Algorithm overview

Optical ray tracing describes a method for producing visual images constructed in
3D computer graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for t ...
environments, with more photorealism than either
ray casting Ray casting is the methodological basis for 3D CAD/CAM solid modeling and image rendering. It is essentially the same as ray tracing for computer graphics where virtual light rays are "cast" or "traced" on their path from the focal point of a came ...
or
scanline rendering Scanline rendering (also scan line rendering and scan-line rendering) is an algorithm for visible surface determination, in 3D computer graphics, that works on a row-by-row basis rather than a polygon-by-polygon or pixel-by-pixel basis. All of t ...
techniques. It works by tracing a path from an imaginary eye through each
pixel In digital imaging, a pixel (abbreviated px), pel, or picture element is the smallest addressable element in a raster image, or the smallest point in an all points addressable display device. In most digital display devices, pixels are the ...
in a virtual screen, and calculating the color of the object visible through it. Scenes in ray tracing are described mathematically by a programmer or by a visual artist (normally using intermediary tools). Scenes may also incorporate data from images and models captured by means such as digital photography. Typically, each ray must be tested for intersection with some subset of all the objects in the scene. Once the nearest object has been identified, the algorithm will estimate the incoming
light Light or visible light is electromagnetic radiation that can be perceived by the human eye. Visible light is usually defined as having wavelengths in the range of 400–700 nanometres (nm), corresponding to frequencies of 750–420 te ...
at the point of intersection, examine the material properties of the object, and combine this information to calculate the final color of the pixel. Certain illumination algorithms and reflective or translucent materials may require more rays to be re-cast into the scene. It may at first seem counterintuitive or "backward" to send rays ''away'' from the camera, rather than ''into'' it (as actual light does in reality), but doing so is many orders of magnitude more efficient. Since the overwhelming majority of light rays from a given light source do not make it directly into the viewer's eye, a "forward" simulation could potentially waste a tremendous amount of computation on light paths that are never recorded. Therefore, the shortcut taken in ray tracing is to presuppose that a given ray intersects the view frame. After either a maximum number of reflections or a ray traveling a certain distance without intersection, the ray ceases to travel and the pixel's value is updated.


Calculate rays for rectangular viewport

On input we have (in calculation we use vector normalization and cross product): * E \in \mathbb eye position * T \in \mathbb target position * \theta \in ,\pi
field of view The field of view (FoV) is the extent of the observable world that is seen at any given moment. In the case of optical instruments or sensors it is a solid angle through which a detector is sensitive to electromagnetic radiation. Human ...
- for humans, we can assume \approx \pi/2 \text= 90^\circ * m,k \in \mathbb numbers of square pixels on viewport vertical and horizontal direction * i,j \in \mathbb, 1\leq i\leq k \land 1\leq j\leq m numbers of actual pixel * \vec v \in \mathbb vertical vector which indicates where is up and down, usually \vec v = ,1,0/math> (not visible on picture) -
roll Roll or Rolls may refer to: Movement about the longitudinal axis * Roll angle (or roll rotation), one of the 3 angular degrees of freedom of any stiff body (for example a vehicle), describing motion about the longitudinal axis ** Roll (aviation) ...
component which determine viewport rotation around point C (where the axis of rotation is the ET section) The idea is to find the position of each viewport pixel center P_ which allows us to find the line going from eye E through that pixel and finally get the ray described by point E and vector \vec R_ = P_ -E (or its normalisation \vec r_). First we need to find the coordinates of the bottom left viewport pixel P_ and find the next pixel by making a shift along directions parallel to viewport (vectors \vec b_n i \vec v_n) multiplied by the size of the pixel. Below we introduce formulas which include distance d between the eye and the viewport. However, this value will be reduced during ray normalization \vec r_ (so you might as well accept that d=1 and remove it from calculations). Pre-calculations: let's find and normalise vector \vec t and vectors \vec b, \vec v which are parallel to the viewport (all depicted on above picture) : \vec t = T-E, \qquad \vec b = \vec t\times \vec v : \vec t_n = \frac, \qquad \vec b_n = \frac, \qquad \vec v_n = \vec t_n\times \vec b_n note that viewport center C=E+\vec t_nd, next we calculate viewport sizes h_x, h_y divided by 2 including inverse aspect ratio \frac : g_x=\frac =d \tan \frac, \qquad g_y =\frac = g_x \frac and then we calculate next-pixel shifting vectors q_x, q_y along directions parallel to viewport (\vec b,\vec v), and left bottom pixel center p_ : \vec q_x = \frac\vec b_n, \qquad \vec q_y = \frac\vec v_n, \qquad \vec p_ = \vec t_n d - g_x\vec b_n - g_y\vec v_n Calculations: note P_ = E + \vec p_ and ray \vec R_ = P_ -E = \vec p_ so : \vec p_ = \vec p_ + \vec q_x(i-1) + \vec q_y(j-1) : \vec r_ = \frac = \frac Above formula was tested in thi
javascript project
(works in browser).


Detailed description of ray tracing computer algorithm and its genesis


What happens in nature (simplified)

In nature, a light source emits a ray of light which travels, eventually, to a surface that interrupts its progress. One can think of this "ray" as a stream of
photon A photon () is an elementary particle that is a quantum of the electromagnetic field, including electromagnetic radiation such as light and radio waves, and the force carrier for the electromagnetic force. Photons are massless, so they a ...
s traveling along the same path. In a perfect vacuum this ray will be a straight line (ignoring relativistic effects). Any combination of four things might happen with this light ray: absorption,
reflection Reflection or reflexion may refer to: Science and technology * Reflection (physics), a common wave phenomenon ** Specular reflection, reflection from a smooth surface *** Mirror image, a reflection in a mirror or in water ** Signal reflection, in ...
,
refraction In physics, refraction is the redirection of a wave as it passes from one medium to another. The redirection can be caused by the wave's change in speed or by a change in the medium. Refraction of light is the most commonly observed phenome ...
and
fluorescence Fluorescence is the emission of light by a substance that has absorbed light or other electromagnetic radiation. It is a form of luminescence. In most cases, the emitted light has a longer wavelength, and therefore a lower photon energy, tha ...
. A surface may absorb part of the light ray, resulting in a loss of intensity of the reflected and/or refracted light. It might also reflect all or part of the light ray, in one or more directions. If the surface has any
transparent Transparency, transparence or transparent most often refer to: * Transparency (optics), the physical property of allowing the transmission of light through a material They may also refer to: Literal uses * Transparency (photography), a still, ...
or
translucent In the field of optics, transparency (also called pellucidity or diaphaneity) is the physical property of allowing light to pass through the material without appreciable scattering of light. On a macroscopic scale (one in which the dimensions ...
properties, it refracts a portion of the light beam into itself in a different direction while absorbing some (or all) of the
spectrum A spectrum (plural ''spectra'' or ''spectrums'') is a condition that is not limited to a specific set of values but can vary, without gaps, across a continuum. The word was first used scientifically in optics to describe the rainbow of colors ...
(and possibly altering the color). Less commonly, a surface may absorb some portion of the light and fluorescently re-emit the light at a longer wavelength color in a random direction, though this is rare enough that it can be discounted from most rendering applications. Between absorption, reflection, refraction and fluorescence, all of the incoming light must be accounted for, and no more. A surface cannot, for instance, reflect 66% of an incoming light ray, and refract 50%, since the two would add up to be 116%. From here, the reflected and/or refracted rays may strike other surfaces, where their absorptive, refractive, reflective and fluorescent properties again affect the progress of the incoming rays. Some of these rays travel in such a way that they hit our eye, causing us to see the scene and so contribute to the final rendered image.


Ray casting algorithm

The idea behind ray casting, the predecessor to recursive ray tracing, 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 properties and the effect of the lights in the scene, this algorithm can determine the
shading Shading refers to the depiction of depth perception in 3D models (within the field of 3D computer graphics) or illustrations (in visual art) by varying the level of darkness. Shading tries to approximate local behavior of light on the ob ...
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 scanline algorithms was its ability to easily deal with non-planar surfaces and solids, such as
cones A cone is a three-dimensional geometric shape that tapers smoothly from a flat base (frequently, though not necessarily, circular) to a point called the apex or vertex. A cone is formed by a set of line segments, half-lines, or lines conn ...
and
sphere A sphere () is a geometrical object that is a three-dimensional analogue to a two-dimensional circle. A sphere is the set of points that are all at the same distance from a given point in three-dimensional space.. That given point is th ...
s. If a mathematical surface can be intersected by a ray, it can be rendered using ray casting. Elaborate objects can be created by using
solid modeling Solid modeling (or solid modelling) is a consistent set of principles for mathematical and computer modeling of three-dimensional shapes '' (solids)''. Solid modeling is distinguished from related areas of geometric modeling and computer graphi ...
techniques and easily rendered.


Volume ray casting algorithm

In the method of volume ray casting, each ray is traced so that color and/or density can be sampled along the ray and then be combined into a final pixel color. This is often used when objects cannot be easily represented by explicit surfaces (such as triangles), for example when rendering clouds or 3D medical scans.


SDF ray marching algorithm

In SDF ray marching, or sphere tracing, each ray is traced in multiple steps to approximate an intersection point between the ray and a surface defined by a
signed distance function In mathematics and its applications, the signed distance function (or oriented distance function) is the orthogonal distance of a given point ''x'' to the boundary of a set Ω in a metric space, with the sign determined by whether or not ''x' ...
(SDF). The SDF is evaluated for each iteration in order to be able take as large steps as possible without missing any part of the surface. A threshold is used to cancel further iteration when a point has reached that is close enough to the surface. This method is often used for 3D fractal rendering.


Recursive ray tracing algorithm

Earlier algorithms traced rays from the eye into the scene until they hit an object, but determined the ray color without recursively tracing more rays. Recursive ray tracing continues the process. When a ray hits a surface, additional rays may be cast because of reflection, refraction, and shadow.: * A reflection ray is traced in the mirror-reflection direction. The closest object it intersects is what will be seen in the reflection. *A refraction ray traveling through transparent material works similarly, with the addition that a refractive ray could be entering or exiting a material. Turner Whitted extended the mathematical logic for rays passing through a transparent solid to include the effects of refraction. * A shadow ray is traced toward each light. If any opaque object is found between the surface and the light, the surface is in shadow and the light does not illuminate it. These recursive rays add more realism to ray traced images.


Advantages over other rendering methods

Ray tracing-based rendering's popularity stems from its basis in a realistic simulation of light transport, as compared to other rendering methods, such as
rasterization In computer graphics, rasterisation (British English) or rasterization (American English) is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image (a series of pixels, dots or lines, whi ...
, which focuses more on the realistic simulation of geometry. Effects such as reflections and
shadow A shadow is a dark area where light from a light source is blocked by an opaque object. It occupies all of the three-dimensional volume behind an object with light in front of it. The cross section of a shadow is a two-dimensional silhouette, ...
s, which are difficult to simulate using other algorithms, are a natural result of the ray tracing algorithm. The computational independence of each ray makes ray tracing amenable to a basic level of
parallelization Parallel computing is a type of computation Computation is any type of arithmetic or non-arithmetic calculation that follows a well-defined model (e.g., an algorithm). Mechanical or electronic devices (or, historically, people) that perform ...
, but the divergence of ray paths makes high utilization under parallelism quite difficult to achieve in practice.


Disadvantages

A serious disadvantage of ray tracing is performance (though it can in theory be faster than traditional scanline rendering depending on scene complexity vs. number of pixels on-screen). Until the late 2010s, ray tracing in real time was usually considered impossible on consumer hardware for nontrivial tasks. Scanline algorithms and other algorithms use data coherence to share computations between pixels, while ray tracing normally starts the process anew, treating each eye ray separately. However, this separation offers other advantages, such as the ability to shoot more rays as needed to perform
spatial anti-aliasing In digital signal processing, spatial anti-aliasing is a technique for minimizing the distortion artifacts ( aliasing) when representing a high-resolution image at a lower resolution. Anti-aliasing is used in digital photography, computer graphi ...
and improve image quality where needed. Although it does handle interreflection and optical effects such as refraction accurately, traditional ray tracing is also not necessarily
photorealistic Photorealism is a genre of art that encompasses painting, drawing and other graphic media, in which an artist studies a photograph and then attempts to reproduce the image as realistically as possible in another medium. Although the term can be ...
. True photorealism occurs when the
rendering equation In computer graphics, the rendering equation is an integral equation in which the equilibrium radiance leaving a point is given as the sum of emitted plus reflected radiance under a geometric optics approximation. It was simultaneously introduc ...
is closely approximated or fully implemented. Implementing the rendering equation gives true photorealism, as the equation describes every physical effect of light flow. However, this is usually infeasible given the computing resources required. The realism of all rendering methods can be evaluated as an approximation to the equation. Ray tracing, if it is limited to Whitted's algorithm, is not necessarily the most realistic. Methods that trace rays, but include additional techniques (
photon mapping In computer graphics, photon mapping is a two-pass global illumination rendering algorithm developed by Henrik Wann Jensen between 1995 and 2001Jensen, H. (1996). ''Global Illumination using Photon Maps''. nlineAvailable at: http://graphics.stanf ...
,
path tracing Path tracing is a computer graphics Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality. Fundamentally, the algorithm is integrating over all the illuminance arriving to ...
), give a far more accurate simulation of real-world lighting.


Reversed direction of traversal of scene by the rays

The process of shooting rays from the eye to the light source to render an image is sometimes called ''backwards ray tracing'', since it is the opposite direction photons actually travel. However, there is confusion with this terminology. Early ray tracing was always done from the eye, and early researchers such as James Arvo used the term ''backwards ray tracing'' to mean shooting rays from the lights and gathering the results. Therefore, it is clearer to distinguish ''eye-based'' versus ''light-based'' ray tracing. While the direct illumination is generally best sampled using eye-based ray tracing, certain indirect effects can benefit from rays generated from the lights. Caustics are bright patterns caused by the focusing of light off a wide reflective region onto a narrow area of (near-)diffuse surface. An algorithm that casts rays directly from lights onto reflective objects, tracing their paths to the eye, will better sample this phenomenon. This integration of eye-based and light-based rays is often expressed as bidirectional path tracing, in which paths are traced from both the eye and lights, and the paths subsequently joined by a connecting ray after some length.
Photon mapping In computer graphics, photon mapping is a two-pass global illumination rendering algorithm developed by Henrik Wann Jensen between 1995 and 2001Jensen, H. (1996). ''Global Illumination using Photon Maps''. nlineAvailable at: http://graphics.stanf ...
is another method that uses both light-based and eye-based ray tracing; in an initial pass, energetic photons are traced along rays from the light source so as to compute an estimate of radiant flux as a function of 3-dimensional space (the eponymous photon map itself). In a subsequent pass, rays are traced from the eye into the scene to determine the visible surfaces, and the photon map is used to estimate the illumination at the visible surface points. The advantage of photon mapping versus bidirectional path tracing is the ability to achieve significant reuse of photons, reducing computation, at the cost of statistical bias. An additional problem occurs when light must pass through a very narrow aperture to illuminate the scene (consider a darkened room, with a door slightly ajar leading to a brightly lit room), or a scene in which most points do not have direct line-of-sight to any light source (such as with ceiling-directed light fixtures or torchieres). In such cases, only a very small subset of paths will transport energy;
Metropolis light transport Metropolis light transport (MLT) is a global illumination application of a variant of the Monte Carlo method called the Metropolis–Hastings algorithm to the rendering equation for generating images from detailed physical descriptions of three- ...
is a method which begins with a random search of the path space, and when energetic paths are found, reuses this information by exploring the nearby space of rays. To the right is an image showing a simple example of a path of rays recursively generated from the camera (or eye) to the light source using the above algorithm. A diffuse surface reflects light in all directions. First, a ray is created at an eyepoint and traced through a pixel and into the scene, where it hits a diffuse surface. From that surface the algorithm recursively generates a reflection ray, which is traced through the scene, where it hits another diffuse surface. Finally, another reflection ray is generated and traced through the scene, where it hits the light source and is absorbed. The color of the pixel now depends on the colors of the first and second diffuse surface and the color of the light emitted from the light source. For example, if the light source emitted white light and the two diffuse surfaces were blue, then the resulting color of the pixel is blue.


Example

As a demonstration of the principles involved in ray tracing, consider how one would find the intersection between a ray and a sphere. This is merely the math behind the line–sphere intersection and the subsequent determination of the colour of the pixel being calculated. There is, of course, far more to the general process of ray tracing, but this demonstrates an example of the algorithms used. In
vector notation In mathematics and physics, vector notation is a commonly used notation for representing vectors, which may be Euclidean vectors, or more generally, members of a vector space. For representing a vector, the common typographic convention is l ...
, the equation of a sphere with center \mathbf c and radius r is :\left\Vert \mathbf x - \mathbf c \right\Vert^2=r^2. Any point on a ray starting from point \mathbf s with direction \mathbf d (here \mathbf d is a
unit vector In mathematics, a unit vector in a normed vector space is a vector (often a spatial vector) of length 1. A unit vector is often denoted by a lowercase letter with a circumflex, or "hat", as in \hat (pronounced "v-hat"). The term ''direction v ...
) can be written as :\mathbf x=\mathbf s+t\mathbf d, where t is its distance between \mathbf x and \mathbf s. In our problem, we know \mathbf c, r, \mathbf s (e.g. the position of a light source) and \mathbf d, and we need to find t. Therefore, we substitute for \mathbf x: :\left\Vert\mathbf+t\mathbf-\mathbf\right\Vert^=r^2. Let \mathbf\ \stackrel\ \mathbf-\mathbf for simplicity; then :\left\Vert\mathbf+t\mathbf\right\Vert^=r^ :\mathbf^2+t^2\mathbf^2+2\mathbf\cdot t\mathbf=r^2 :(\mathbf^2)t^2+(2\mathbf\cdot\mathbf)t+(\mathbf^2-r^2)=0. Knowing that d is a unit vector allows us this minor simplification: :t^2+(2\mathbf\cdot\mathbf)t+(\mathbf^2-r^2)=0. This
quadratic equation In algebra, a quadratic equation () is any equation that can be rearranged in standard form as ax^2 + bx + c = 0\,, where represents an unknown value, and , , and represent known numbers, where . (If and then the equation is linear, not q ...
has solutions :t=\frac=-(\mathbf\cdot\mathbf)\pm\sqrt. The two values of t found by solving this equation are the two ones such that \mathbf s+t\mathbf d are the points where the ray intersects the sphere. Any value which is negative does not lie on the ray, but rather in the opposite
half-line In geometry, a line is an infinitely long object with no width, depth, or curvature. Thus, lines are one-dimensional objects, though they may exist in two, three, or higher dimension spaces. The word ''line'' may also refer to a line segmen ...
(i.e. the one starting from \mathbf s with opposite direction). If the quantity under the square root ( the discriminant ) is negative, then the ray does not intersect the sphere. Let us suppose now that there is at least a positive solution, and let t be the minimal one. In addition, let us suppose that the sphere is the nearest object on our scene intersecting our ray, and that it is made of a reflective material. We need to find in which direction the light ray is reflected. The laws of
reflection Reflection or reflexion may refer to: Science and technology * Reflection (physics), a common wave phenomenon ** Specular reflection, reflection from a smooth surface *** Mirror image, a reflection in a mirror or in water ** Signal reflection, in ...
state that the angle of reflection is equal and opposite to the angle of incidence between the incident ray and the
normal Normal(s) or The Normal(s) may refer to: Film and television * ''Normal'' (2003 film), starring Jessica Lange and Tom Wilkinson * ''Normal'' (2007 film), starring Carrie-Anne Moss, Kevin Zegers, Callum Keith Rennie, and Andrew Airlie * ''Norma ...
to the sphere. The normal to the sphere is simply :\mathbf n=\frac, where \mathbf y=\mathbf s+t\mathbf d is the intersection point found before. The reflection direction can be found by a
reflection Reflection or reflexion may refer to: Science and technology * Reflection (physics), a common wave phenomenon ** Specular reflection, reflection from a smooth surface *** Mirror image, a reflection in a mirror or in water ** Signal reflection, in ...
of \mathbf d with respect to \mathbf n, that is : \mathbf r = \mathbf d - 2(\mathbf n \cdot \mathbf d ) \mathbf n. Thus the reflected ray has equation : \mathbf x = \mathbf y + u \mathbf r. \, Now we only need to compute the intersection of the latter ray with our
field of view The field of view (FoV) is the extent of the observable world that is seen at any given moment. In the case of optical instruments or sensors it is a solid angle through which a detector is sensitive to electromagnetic radiation. Human ...
, to get the pixel which our reflected light ray will hit. Lastly, this pixel is set to an appropriate color, taking into account how the color of the original light source and the one of the sphere are combined by the reflection.


Adaptive depth control

Adaptive depth control means that the renderer stops generating reflected/transmitted rays when the computed intensity becomes less than a certain threshold. There must always be a set maximum depth or else the program would generate an infinite number of rays. But it is not always necessary to go to the maximum depth if the surfaces are not highly reflective. To test for this the ray tracer must compute and keep the product of the global and reflection coefficients as the rays are traced. Example: let Kr = 0.5 for a set of surfaces. Then from the first surface the maximum contribution is 0.5, for the reflection from the second: 0.5 × 0.5 = 0.25, the third: 0.25 × 0.5 = 0.125, the fourth: 0.125 × 0.5 = 0.0625, the fifth: 0.0625 × 0.5 = 0.03125, etc. In addition we might implement a distance attenuation factor such as 1/D2, which would also decrease the intensity contribution. For a transmitted ray we could do something similar but in that case the distance traveled through the object would cause even faster intensity decrease. As an example of this, Hall & Greenberg found that even for a very reflective scene, using this with a maximum depth of 15 resulted in an average ray tree depth of 1.7.


Bounding volumes

Enclosing groups of objects in sets of hierarchical bounding volumes decreases the amount of computations required for ray tracing. A cast ray is first tested for an intersection with the bounding volume, and then if there is an intersection, the volume is recursively divided until the ray hits the object. The best type of bounding volume will be determined by the shape of the underlying object or objects. For example, if the objects are long and thin, then a sphere will enclose mainly empty space compared to a box. Boxes are also easier to generate hierarchical bounding volumes. Note that using a hierarchical system like this (assuming it is done carefully) changes the intersection computational time from a linear dependence on the number of objects to something between linear and a logarithmic dependence. This is because, for a perfect case, each intersection test would divide the possibilities by two, and result in a binary tree type structure. Spatial subdivision methods, discussed below, try to achieve this. Kay & Kajiya give a list of desired properties for hierarchical bounding volumes: * Subtrees should contain objects that are near each other and the further down the tree the closer should be the objects. * The volume of each node should be minimal. * The sum of the volumes of all bounding volumes should be minimal. * Greater attention should be placed on the nodes near the root since pruning a branch near the root will remove more potential objects than one farther down the tree. * The time spent constructing the hierarchy should be much less than the time saved by using it.


Interactive ray tracing

The first implementation of an interactive ray tracer was the LINKS-1 Computer Graphics System built in 1982 at Osaka University's School of Engineering, by professors Ohmura Kouichi, Shirakawa Isao and Kawata Toru with 50 students. It was a
massively parallel Massively parallel is the term for using a large number of computer processors (or separate computers) to simultaneously perform a set of coordinated computations in parallel. GPUs are massively parallel architecture with tens of thousands of t ...
processing computer system with 514
microprocessor A microprocessor is a computer processor where the data processing logic and control is included on a single integrated circuit, or a small number of integrated circuits. The microprocessor contains the arithmetic, logic, and control circ ...
s (257 Zilog Z8001s and 257 iAPX 86s), used for rendering realistic
3D computer graphics 3D computer graphics, or “3D graphics,” sometimes called CGI, 3D-CGI or three-dimensional computer graphics are graphics that use a three-dimensional representation of geometric data (often Cartesian) that is stored in the computer for t ...
with high-speed ray tracing. According to the
Information Processing Society of Japan The Information Processing Society of Japan ("IPSJ") is a Japanese learned society for computing. Founded in 1960, it is headquartered in Tokyo, Japan. IPSJ publishes a magazine and several professional journals mainly in Japanese, and sponsors c ...
: "The core of 3D image rendering is calculating the luminance of each pixel making up a rendered surface from the given viewpoint,
light source Light or visible light is electromagnetic radiation that can be perceived by the human eye. Visible light is usually defined as having wavelengths in the range of 400–700 nanometres (nm), corresponding to frequencies of 750–420 terah ...
, and object position. The LINKS-1 system was developed to realize an image rendering methodology in which each pixel could be parallel processed independently using ray tracing. By developing a new software methodology specifically for high-speed image rendering, LINKS-1 was able to rapidly render highly realistic images." It was used to create an early 3D planetarium-like video of the heavens made completely with computer graphics. The video was presented at the Fujitsu pavilion at the 1985 International Exposition in
Tsukuba is a city located in Ibaraki Prefecture, Japan. , the city had an estimated population of 244,528 in 108,669 households and a population density of 862 persons per km². The percentage of the population aged over 65 was 20.3%. The total ar ...
." It was the second system to do so after the
Evans & Sutherland Evans & Sutherland is a pioneering American computer firm in the computer graphics field. Its current products are used in digital projection environments like planetariums. Its simulation business, which it sold to Rockwell Collins, sold products ...
Digistar Digistar is the first computer graphics-based planetarium projection and content system. It was designed by Evans & Sutherland and released in 1983. The technology originally focused on accurate and high quality display of stars, including for the ...
in 1982. The LINKS-1 was reported to be the world's most powerful computer in 1984. The earliest public record of "real-time" ray tracing with interactive rendering (i.e., updates greater than a frame per second) was credited at the 2005 SIGGRAPH computer graphics conference as being the REMRT/RT tools developed in 1986 by
Mike Muuss Michael John Muuss (October 16, 1958 – November 20, 2000) was the American author of the freeware network tool ping. Career A graduate of Johns Hopkins University, Muuss was a senior scientist specializing in geometric solid modeling, ray- ...
for the
BRL-CAD BRL-CAD is a constructive solid geometry (CSG) solid modeling computer-aided design (CAD) system. It includes an interactive geometry editor, ray tracing support for graphics rendering and geometric analysis, computer network distributed frame ...
solid modeling system. Initially published in 1987 at USENIX, the BRL-CAD ray tracer was an early implementation of a parallel network distributed ray tracing system that achieved several frames per second in rendering performance. This performance was attained by means of the highly optimized yet platform independent LIBRT ray tracing engine in BRL-CAD and by using solid implicit CSG geometry on several shared memory parallel machines over a commodity network. BRL-CAD's ray tracer, including the REMRT/RT tools, continue to be available and developed today as open source software. Since then, there have been considerable efforts and research towards implementing ray tracing at real-time speeds for a variety of purposes on stand-alone desktop configurations. These purposes include interactive 3D graphics applications such as demoscene productions, computer and video games, and image rendering. Some real-time software 3D engines based on ray tracing have been developed by hobbyist demo programmers since the late 1990s. In 1999 a team from the
University of Utah The University of Utah (U of U, UofU, or simply The U) is a public research university in Salt Lake City, Utah. It is the flagship institution of the Utah System of Higher Education. The university was established in 1850 as the University of De ...
, led by Steven Parker, demonstrated interactive ray tracing live at the 1999 Symposium on Interactive 3D Graphics. They rendered a 35 million sphere model at 512 by 512 pixel resolution, running at approximately 15 frames per second on 60 CPUs. The Open RT project included a highly optimized software core for ray tracing along with an OpenGL-like API in order to offer an alternative to the current
rasterisation In computer graphics, rasterisation (British English) or rasterization (American English) is the task of taking an image described in a vector graphics format (shapes) and converting it into a raster image (a series of pixels, dots or lines, whi ...
based approach for interactive 3D graphics. Ray tracing hardware, such as the experimental Ray Processing Unit developed by Sven Woop at the
Saarland University Saarland University (german: Universität des Saarlandes, ) is a public research university located in Saarbrücken, the capital of the German state of Saarland. It was founded in 1948 in Homburg in co-operation with France and is organized in s ...
, has been designed to accelerate some of the computationally intensive operations of ray tracing. The idea that video games could ray-trace their graphics in real time received media attention in the late 2000s. During that time, a researcher named Daniel Pohl, under the guidance of graphics professor Philipp Slusallek and in cooperation with the Erlangen University and
Saarland University Saarland University (german: Universität des Saarlandes, ) is a public research university located in Saarbrücken, the capital of the German state of Saarland. It was founded in 1948 in Homburg in co-operation with France and is organized in s ...
in Germany, equipped ''
Quake III ''Quake III Arena'' is a 1999 multiplayer-focused first-person shooter developed by id Software. The third installment of the ''Quake'' series, ''Arena'' differs from previous games by excluding a story-based single-player mode and focusing prima ...
'' and '' Quake IV'' with an
engine An engine or motor is a machine designed to convert one or more forms of energy into mechanical energy. Available energy sources include potential energy (e.g. energy of the Earth's gravitational field as exploited in hydroelectric power ...
he programmed himself, which Saarland University then demonstrated at CeBIT 2007.
Intel Intel Corporation is an American multinational corporation and technology company headquartered in Santa Clara, California. It is the world's largest semiconductor chip manufacturer by revenue, and is one of the developers of the x86 seri ...
, a patron of Saarland, became impressed enough that it hired Pohl and embarked on a research program dedicated to ray-traced graphics, which it saw as justifying increasing the number of its processors' cores. On June 12, 2008, Intel demonstrated a special version of '' Enemy Territory: Quake Wars'', titled ''Quake Wars: Ray Traced'', using ray tracing for rendering, running in basic HD (720p) resolution. ''ETQW'' operated at 14–29 frames per second on a 16-core (4 socket, 4 core) Xeon Tigerton system running at 2.93 GHz. At SIGGRAPH 2009, Nvidia announced
OptiX Nvidia OptiX (OptiX Application Acceleration Engine) is a ray tracing API that was first developed around 2009. The computations are offloaded to the GPUs through either the low-level or the high-level API introduced with CUDA. CUDA is only av ...
, a free API for real-time ray tracing on Nvidia GPUs. The API exposes seven programmable entry points within the ray tracing pipeline, allowing for custom cameras, ray-primitive intersections, shaders, shadowing, etc. This flexibility enables bidirectional path tracing, Metropolis light transport, and many other rendering algorithms that cannot be implemented with tail recursion. OptiX-based renderers are used in
Autodesk Autodesk, Inc. is an American multinational software corporation that makes software products and services for the architecture, engineering, construction, manufacturing, media, education, and entertainment industries. Autodesk is headquartere ...
Arnold, Adobe AfterEffects, Bunkspeed Shot,
Autodesk Maya Autodesk Maya, commonly shortened to just Maya ( ), is a 3D computer graphics application that runs on Windows, macOS and Linux, originally developed by Alias and currently owned and developed by Autodesk. It is used to create assets for interact ...
,
3ds max Autodesk 3ds Max, formerly 3D Studio and 3D Studio Max, is a professional 3D computer graphics program for making 3D animations, models, games and images. It is developed and produced by Autodesk Media and Entertainment. It has modeling cap ...
, and many other renderers. In 2014, a demo of the PlayStation 4 video game ''
The Tomorrow Children ''The Tomorrow Children'' is an adventure video game developed by Q-Games and published by Sony Interactive Entertainment. The game was released as an early access title on September 6, 2016 as ''The Tomorrow Children: Founder's Pack'', and was ...
'', developed by
Q-Games Q-Games, Limited is a video game developer based in Nakagyō-ku, Kyoto, Japan which works closely with both Nintendo and Sony. Foundation Q-Games was founded by Dylan Cuthbert, who previously worked at Argonaut Software and helped create '' S ...
and
Japan Studio Japan Studio was a Japanese video game developer based in Tokyo. A first-party studio for Sony Interactive Entertainment (formerly Sony Computer Entertainment), it was best known for the '' Ape Escape'', '' LocoRoco'', '' Patapon'', ''Gravity ...
, demonstrated new
lighting Lighting or illumination is the deliberate use of light to achieve practical or aesthetic effects. Lighting includes the use of both artificial light sources like lamps and light fixtures, as well as natural illumination by capturing daylig ...
techniques developed by Q-Games, notably cascaded
voxel In 3D computer graphics, a voxel represents a value on a regular grid in three-dimensional space. As with pixels in a 2D bitmap, voxels themselves do not typically have their position (i.e. coordinates) explicitly encoded with their values. I ...
cone A cone is a three-dimensional geometric shape that tapers smoothly from a flat base (frequently, though not necessarily, circular) to a point called the apex or vertex. A cone is formed by a set of line segments, half-lines, or lines con ...
ray tracing, which simulates lighting in real-time and uses more realistic reflections rather than
screen space This is a glossary of terms relating to computer graphics. For more general computer hardware terms, see glossary of computer hardware terms. 0–9 A B ...
reflections. Nvidia introduced their GeForce RTX and Quadro RTX GPUs September 2018, based on the Turing architecture that allows for hardware-accelerated ray tracing. The Nvidia hardware uses a separate functional block, publicly called an "RT core". This unit is somewhat comparable to a texture unit in size, latency, and interface to the processor core. The unit features BVH traversal, compressed BVH node decompression, ray-AABB intersection testing, and ray-triangle intersection testing. The GeForce RTX, in the form of models 2080 and 2080 Ti, became the first consumer-oriented brand of graphics card that can process ray tracing in real time, and, in November 2018,
Electronic Arts Electronic Arts Inc. (EA) is an American video game company headquartered in Redwood City, California. Founded in May 1982 by Apple employee Trip Hawkins, the company was a pioneer of the early home computer game industry and promoted the ...
' '' Battlefield V'' became the first game to take advantage of its ray tracing capabilities, which it achieves via Microsoft's new API,
DirectX Raytracing DirectX Raytracing (DXR) is a feature introduced in Microsoft's DirectX 12 that implements ray tracing, for video graphic rendering. DXR was released with the Windows 10 October update (version 1809) on October 10, 2018. It requires an AMD Rade ...
. AMD, which already offered interactive ray tracing on top of
OpenCL OpenCL (Open Computing Language) is a framework for writing programs that execute across heterogeneous platforms consisting of central processing units (CPUs), graphics processing units (GPUs), digital signal processors (DSPs), field-progra ...
through its Radeon ProRender, unveiled in October 2020 the
Radeon RX 6000 series The Radeon RX 6000 series is a series of graphics processing units developed by AMD, based on their RDNA 2 architecture. It was announced on October 28, 2020 and is the successor to the Radeon RX 5000 series. It consists of the RX 6400, RX 6 ...
, its second generation Navi GPUs with support for hardware-accelerated ray tracing at an online event. Subsequent games that render their graphics by such means appeared since, which has been credited to the improvements in hardware and efforts to make more APIs and game engines compatible with the technology. Current home gaming consoles implement dedicated ray tracing hardware components in their GPUs for real-time ray tracing effects, which began with the ninth-generation consoles PlayStation 5,
Xbox Series X and Series S The Xbox Series X/S are home video game consoles developed by Microsoft. They were both released on November 10, 2020, as the fourth generation Xbox, succeeding the Xbox One. Along with Sony's PlayStation 5, also released in November 2020, ...
.


Computational complexity

Various complexity results have been proven for certain formulations of the ray tracing problem. In particular, if the decision version of the ray tracing problem is defined as follows – given a light ray's initial position and direction and some fixed point, does the ray eventually reach that point, then the referenced paper proves the following results: * Ray tracing in 3D optical systems with a finite set of reflective or refractive objects represented by a system of rational quadratic inequalities is undecidable. * Ray tracing in 3D optical systems with a finite set of refractive objects represented by a system of rational linear inequalities is undecidable. * Ray tracing in 3D optical systems with a finite set of rectangular reflective or refractive objects is undecidable. * Ray tracing in 3D optical systems with a finite set of reflective or partially reflective objects represented by a system of linear inequalities, some of which can be irrational is undecidable. * Ray tracing in 3D optical systems with a finite set of reflective or partially reflective objects represented by a system of rational linear inequalities is
PSPACE In computational complexity theory, PSPACE is the set of all decision problems that can be solved by a Turing machine using a polynomial amount of space. Formal definition If we denote by SPACE(''t''(''n'')), the set of all problems that can b ...
-hard. * For any dimension equal to or greater than 2, ray tracing with a finite set of parallel and perpendicular reflective surfaces represented by rational linear inequalities is in PSPACE.


See also

*
Beam tracing Beam tracing is an algorithm to simulate wave propagation. It was developed in the context of computer graphics to render 3D scenes, but it has been also used in other similar areas such as acoustics and electromagnetism simulations. Beam traci ...
*
Cone tracing Cone tracing and beam tracing are a derivative of the ray tracing algorithm that replaces rays, which have no thickness, with thick rays. Principles In ray tracing, rays are often modeled as geometric ray with no thickness to perform efficient g ...
*
Distributed ray tracing Distributed ray tracing, also called distribution ray tracing and stochastic ray tracing, is a refinement of ray tracing that allows for the rendering of "soft" phenomena. Conventional ray tracing uses single rays to sample many different domain ...
*
Global illumination Global illumination (GI), or indirect illumination, is a group of algorithms used in 3D computer graphics that are meant to add more realistic lighting to 3D scenes. Such algorithms take into account not only the light that comes directly fro ...
*
Gouraud shading Gouraud shading, named after Henri Gouraud, is an interpolation method used in computer graphics to produce continuous shading of surfaces represented by polygon meshes. In practice, Gouraud shading is most often used to achieve continuous li ...
*
List of ray tracing software Ray tracing is a technique that can generate near photo-realistic computer images. A wide range of free software and commercial software Commercial software, or seldom payware, is a computer software that is produced for sale or that serves co ...
* Parallel computing *
Path tracing Path tracing is a computer graphics Monte Carlo method of rendering images of three-dimensional scenes such that the global illumination is faithful to reality. Fundamentally, the algorithm is integrating over all the illuminance arriving to ...
*
Phong shading In 3D computer graphics, Phong shading, Phong interpolation, or normal-vector interpolation shading is an interpolation technique for surface shading invented by computer graphics pioneer Bui Tuong Phong. Phong shading interpolates surface norm ...
* Progressive refinement *
Shading Shading refers to the depiction of depth perception in 3D models (within the field of 3D computer graphics) or illustrations (in visual art) by varying the level of darkness. Shading tries to approximate local behavior of light on the ob ...
*
Specular reflection Specular reflection, or regular reflection, is the mirror-like reflection of waves, such as light, from a surface. The law of reflection states that a reflected ray of light emerges from the reflecting surface at the same angle to the surf ...
*
Tessellation A tessellation or tiling is the covering of a surface, often a plane, using one or more geometric shapes, called ''tiles'', with no overlaps and no gaps. In mathematics, tessellation can be generalized to higher dimensions and a variety o ...
*
Per-pixel lighting In computer graphics, per-pixel lighting refers to any technique for lighting an image or scene that calculates illumination for each pixel on a rendered image. This is in contrast to other popular methods of lighting such as vertex lighting, whic ...
* GPUOpen *
Nvidia GameWorks Nvidia GameWorks is a middleware software suite developed by Nvidia. The Visual FX, PhysX and Optix SDKs provide a wide range of enhancements pre-optimized for Nvidia GPUs. GameWorks is partially open-source. The competing solution being in devel ...
*
Metal (API) Metal is a low-level, low-overhead hardware-accelerated 3D graphic and compute shader API created by Apple. It debuted in iOS 8. Metal combines functions similar to OpenGL and OpenCL in one API. It is intended to improve performance by offeri ...
*
Vulkan Vulkan is a low- overhead, cross-platform API, open standard for 3D graphics and computing. Vulkan targets high-performance real-time 3D graphics applications, such as video games and interactive media. Vulkan is intended to offer higher perfor ...
* DirectX


References


External links


Interactive Ray Tracing: The replacement of rasterization?

The Compleat Angler (1978)

Writing a Simple Ray Tracer (scratchapixel)

Ray tracing a torus

Ray Tracing in One Weekend Book Series
{{Computer graphics Webarchive template wayback links Geometrical optics Virtual reality Global illumination algorithms Computer graphics 3D computer graphics Shading