File:Recursive raytracing.svg
Summary
Description | Idea of recursive raytracing |
Date | |
Source | Own work |
Author | Wojciech Muła |
Permission (Reusing this file) |
Public domain |
Summary
Idea of recursive raytracing.
The sample 3D scene has two lights and 3 objects:
- a - oval: nontransparent, nonreflecting
- b - sphere: transparent and reflecting
- c - cube: nontransparent, but reflecting
Observer (camera) is placed at point O. Primary ray (green) is emited from O and hits object b. Since this object reflects and refracts light two secondary rays are emitted from hit point: red for reflected and blue for refracted ray. Reflected ray hits object a and none secondary rays are emitted. Refracted ray hits object b and is refracted one more time (reflected ray hasn't been show, however it should be emitted too). This ray hit object c and just one reflected ray is emitted. It do not hit any object and recursion stops.
Thin dashed lines are shadow rays - additional rays use to determine visibility of light: object b occlude light L1 when point on b is shading, when point on a is shading, object blocks light L1.
Licensing
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I, the copyright holder of this work, release this work into the public domain. This applies worldwide. In some countries this may not be legally possible; if so: I grant anyone the right to use this work for any purpose, without any conditions, unless such conditions are required by law. |