Real-time Raytracing |
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by Sam Gross and Adam Lerer |
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Abstract |
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Raytracing is a 3D graphics algorithm used to generate extremely
photorealistic images. At each pixel of the screen, a raytracing
algorithm finds the ray that goes from the viewers eye through that
pixel, and determines which object in the scene that ray intersects
with. A color for the pixel is determined by properties of the
intersected object and the relationship between the intersection and the
lights in the scene using ambient, diffuse, and specular shading models.
To calculate reflections, the algorithm adds the color of a ray
reflected off the intersection point to the color of the pixel. Although
raytracing is very time-consuming in software, the fact that each pixel
is computed independently makes it highly parallelizable. We intend to
take advantage of this parallelizability in hardware to make a fast - hopefully real-time - raytracing algorithm that will allow camera
movement or animation with real-time rendering.
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