Ray Tracing

Presentor : Hsu, Hung-Wei

Methods

  • Backward Ray Tracing
     
  • Phong Shading

Result

Three components

diffuse

specular

ambient

n = 2

Problems

  • Lightness will not decrease
  • What if RGB values overflow
  • Our eyes might be sensitive to different colors
  • Why it is so slow to compute a single ball???

Possible solutions

  • Let the brightness decrease by distance
  • Normalize all color when overflow
  • Assume overflow value to be 1
  • Actually we don't need to deal with eyes sensitivities
  • Parallel compute each pixels on different computers or use C++ as programming language
  • GPU can perform well on this method

Summary

  • Simple model should be revised
     
  • Ray tracing is time-consuming
     
  • Parallel computing might help
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