Distributed ray tracing

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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.

Ray tracing (graphics) rendering method

In computer graphics, ray tracing is a rendering technique for generating an image by tracing the path of light as pixels in an image plane and simulating the effects of its encounters with virtual objects. The technique is capable of producing a very high degree of visual realism, quite higher than that of typical scanline rendering methods, but at a greater computational cost. This makes ray tracing best suited for applications where taking a relatively long time to render a frame can be tolerated, such as in still images and film and television visual effects, and more poorly suited for real-time applications such as video games where speed is critical. Ray tracing is capable of simulating a wide variety of optical effects, such as reflection and refraction, scattering, and dispersion phenomena.

Rendering (computer graphics) Process of generating an image from a model

Rendering or image synthesis is the automatic process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of computer programs. Also, the results of displaying such a model can be called a render. A scene file contains objects in a strictly defined language or data structure; it would contain geometry, viewpoint, texture, lighting, and shading information as a description of the virtual scene. The data contained in the scene file is then passed to a rendering program to be processed and output to a digital image or raster graphics image file. The term "rendering" may be by analogy with an "artist's rendering" of a scene.

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Conventional ray tracing uses single rays to sample many different domains. For example, when the color of an object is calculated, ray tracing might send a single ray to each light source in the scene. This leads to sharp shadows, since there is no way for a light source to be partially occluded (another way of saying this is that all lights are point sources and have zero area). Conventional ray tracing also typically spawns one reflection ray and one transmission ray per intersection. As a result, reflected and transmitted images are perfectly (and usually unrealistically) sharp.

Color Characteristic of human visual perception

Color, or colour, is the characteristic of human visual perception described through color categories, with names such as red, orange, yellow, green, blue, or purple. This perception of color derives from the stimulation of cone cells in the human eye by electromagnetic radiation in the visible spectrum. Color categories and physical specifications of color are associated with objects through the wavelength of the light that is reflected from them. This reflection is governed by the object's physical properties such as light absorption, emission spectra, etc.

Distributed ray tracing removes these restrictions by averaging multiple rays distributed over an interval. For example, soft shadows can be rendered by distributing shadow rays over the light source area. Glossy or blurry reflections and transmissions can be rendered by distributing reflection and transmission rays over a solid angle about the mirror reflection or transmission direction. Adding "soft" phenomena to ray-traced images in this way can improve realism immensely, since the sharp phenomena rendered by conventional ray tracing are almost never seen in reality.[ citation needed ]

Reflection (computer graphics) simulation of reflective surfaces

Reflection in computer graphics is used to emulate reflective objects like mirrors and shiny surfaces.

In geometry, a solid angle is a measure of the amount of the field of view from some particular point that a given object covers. That is, it is a measure of how large the object appears to an observer looking from that point. The point from which the object is viewed is called the apex of the solid angle, and the object is said to subtend its solid angle from that point.

More advanced effects are also possible using the same framework. For instance, depth of field can be achieved by distributing ray origins over the lens area. In an animated scene, motion blur can be simulated by distributing rays in time. Distributing rays in the spectrum allows for the rendering of dispersion effects, such as rainbows and prisms.

Depth of field Distance between the nearest and the furthest objects that are in focus in an image

For many cameras, depth of field (DOF) is the distance between the nearest and the farthest objects that are in acceptably sharp focus in an image. The depth of field can be calculated based on focal length, distance to subject, the acceptable circle of confusion size, and aperture. A particular depth of field may be chosen for technical or artistic purposes. Limitations of depth of field can sometimes be overcome with various techniques/equipment.

Motion blur apparent streaking of moving objects in a photograph or a sequence of frames, such as a film or animation

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 long exposure.

Dispersion (optics) Dependence of phase velocity on frequency

In optics, dispersion is the phenomenon in which the phase velocity of a wave depends on its frequency. Media having this common property may be termed dispersive media. Sometimes the term chromatic dispersion is used for specificity. Although the term is used in the field of optics to describe light and other electromagnetic waves, dispersion in the same sense can apply to any sort of wave motion such as acoustic dispersion in the case of sound and seismic waves, in gravity waves, and for telecommunication signals along transmission lines or optical fiber.

Mathematically, in order to evaluate the rendering equation, one must evaluate several integrals. Conventional ray tracing estimates these integrals by sampling the value of the integrand at a single point in the domain, which is a very bad approximation, except for narrow domains. Distributed ray tracing samples the integrand at many randomly chosen points and averages the results to obtain a better approximation. It is essentially an application of the Monte Carlo method to 3D computer graphics, and for this reason is also called stochastic ray tracing. Path tracing is a rendering technique that combines all of these integration domains into a single, high-dimensional domain and samples it in a unified way.

Rendering equation integral equation for radiance in computer graphics

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 introduced into computer graphics by David Immel et al. and James Kajiya in 1986. The various realistic rendering techniques in computer graphics attempt to solve this equation.

Integral operation in calculus

In mathematics, an integral assigns numbers to functions in a way that can describe displacement, area, volume, and other concepts that arise by combining infinitesimal data. Integration is one of the two main operations of calculus, with its inverse operation, differentiation, being the other. Given a function f of a real variable x and an interval [a, b] of the real line, the definite integral

Monte Carlo methods, or Monte Carlo experiments, are a broad class of computational algorithms that rely on repeated random sampling to obtain numerical results. The underlying concept is to use randomness to solve problems that might be deterministic in principle. They are often used in physical and mathematical problems and are most useful when it is difficult or impossible to use other approaches. Monte Carlo methods are mainly used in three problem classes: optimization, numerical integration, and generating draws from a probability distribution.

Integration domains

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.

The term distributed ray tracing also refers to the application of distributed computing techniques to ray tracing. Two resolutions to this ambiguity are the term distribution ray tracing for the rendering technique, or the term parallel ray tracing in reference to parallel computing.

See also

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Global illumination Group of rendering algorithms used in 3D computer graphics

Global illumination, 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 from a light source, but also subsequent cases in which light rays from the same source are reflected by other surfaces in the scene, whether reflective or not.

Radiosity (computer graphics) Computer graphics rendering method using diffuse reflection

In 3D computer graphics, radiosity is an application of the finite element method to solving the rendering equation for scenes with surfaces that reflect light diffusely. Unlike rendering methods that use Monte Carlo algorithms, which handle all types of light paths, typical radiosity only account for paths which leave a light source and are reflected diffusely some number of times before hitting the eye. Radiosity is a global illumination algorithm in the sense that the illumination arriving on a surface comes not just directly from the light sources, but also from other surfaces reflecting light. Radiosity is viewpoint independent, which increases the calculations involved, but makes them useful for all viewpoints.

In computer graphics, photon mapping is a two-pass global illumination algorithm developed by Henrik Wann Jensen that approximately solves the rendering equation. Rays from the light source and rays from the camera are traced independently until some termination criterion is met, then they are connected in a second step to produce a radiance value. It is used to realistically simulate the interaction of light with different objects. Specifically, it is capable of simulating the refraction of light through a transparent substance such as glass or water, diffuse interreflection between illuminated objects, the subsurface scattering of light in translucent materials, and some of the effects caused by particulate matter such as smoke or water vapor. It can also be extended to more accurate simulations of light such as spectral rendering.

Ray casting use of ray–surface intersection tests to solve a variety of problems in computer graphics and computational geometry

Ray casting is the use of ray–surface intersection tests to solve a variety of problems in 3D computer graphics and computational geometry. The term was first used in computer graphics in a 1982 paper by Scott Roth to describe a method for rendering constructive solid geometry models.

YafaRay ray tracing program

YafaRay is a free and open-source ray tracing program that uses an XML scene description language. There is a YafaRay addon for the 2.78 version of Blender 3D modelling and animation software. It is licensed under the GNU Lesser General Public License (LGPL).

Mental Ray is a production-quality rendering application developed by Mental Images. Mental Images was bought in December 2007 by NVIDIA. As the name implies, it supports ray tracing to generate images. The release of Mental Ray is discontinued as of 20 November 2017.

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.

Subsurface scattering mechanism of light transport

Subsurface scattering (SSS), also known as subsurface light transport (SSLT), is a mechanism of light transport in which light that penetrates the surface of a translucent object is scattered by interacting with the material and exits the surface at a different point. The light will generally penetrate the surface and be reflected a number of times at irregular angles inside the material before passing back out of the material at a different angle than it would have had if it had been reflected directly off the surface. Subsurface scattering is important for realistic 3D computer graphics, being necessary for the rendering of materials such as marble, skin, leaves, wax and milk. If subsurface scattering is not implemented, the material may look unnatural, like plastic or metal.

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 a single point on the surface of an object. This illuminance is then reduced by a surface reflectance function (BRDF) to determine how much of it will go towards the viewpoint camera. This integration procedure is repeated for every pixel in the output image. When combined with physically accurate models of surfaces, accurate models of real light sources, and optically correct cameras, path tracing can produce still images that are indistinguishable from photographs.

3D rendering

3D rendering is the 3D computer graphics process of converting 3D models into 2D images on a computer. 3D renders may include photorealistic effects or non-photorealistic styles.

Supersampling supersampler

Supersampling is a spatial anti-aliasing method, i.e. a method used to remove aliasing from images rendered in computer games or other computer programs that generate imagery. Aliasing occurs because unlike real-world objects, which have continuous smooth curves and lines, a computer screen shows the viewer a large number of small squares. These pixels all have the same size, and each one has a single color. A line can only be shown as a collection of pixels, and therefore appears jagged unless it is perfectly horizontal or vertical. The aim of supersampling is to reduce this effect. Color samples are taken at several instances inside the pixel, and an average color value is calculated. This is achieved by rendering the image at a much higher resolution than the one being displayed, then shrinking it to the desired size, using the extra pixels for calculation. The result is a downsampled image with smoother transitions from one line of pixels to another along the edges of objects.

Volumetric lighting Effect in computer graphics

Volumetric lighting, also known as “god rays”, is a technique used in 3D computer graphics to add lighting effects to a rendered scene. It allows the viewer to see beams of light shining through the environment; seeing sunbeams streaming through an open window is an example of volumetric lighting, also known as crepuscular rays. The term seems to have been introduced from cinematography and is now widely applied to 3D modelling and rendering especially in the field of 3D gaming.

Indigo Renderer rendering engine

Indigo Renderer is a 3D rendering software that uses unbiased rendering technologies to create photo-realistic images. In doing so, Indigo uses equations that simulate the behaviour of light, with no approximations or guesses taken. By accurately simulating all the interactions of light, Indigo is capable of producing effects such as:

Kerkythea rendering software

Kerkythea is a standalone rendering system that supports raytracing and Metropolis light transport, uses physically accurate materials and lighting, and is distributed as freeware. Currently, the program can be integrated with any software that can export files in obj and 3ds formats, including 3ds Max, Blender, LightWave 3D, SketchUp, Silo and Wings3D.

Unbiased rendering

In computer graphics, unbiased rendering refers to a rendering technique that does not introduce any systematic error, or bias, into the radiance approximation. Because of this, it is often used to generate the reference image to which other rendering techniques are compared. Mathematically speaking, the expected value of the unbiased estimator will always be the population mean, for any number of observations. Error found in an unbiased rendering will be due to variance, which manifests itself as high-frequency noise in the resultant image. Variance is reduced by and standard deviation by for data points, meaning that four times as many data points are needed to halve the standard deviation of the error. This makes unbiased rendering techniques less attractive for realtime or interactive rate applications. Conversely, an image produced by an unbiased renderer that appears smooth and noiseless is probabilistically correct.

Volumetric path tracing is a method for rendering images in computer graphics which was first introduced by Lafortune and Willems. This method enhances the rendering of the lighting in a scene by extending the path tracing method with the effect of light scattering. It is used for photorealistic effects of participating media like fire, explosions, smoke, clouds, fog or soft shadows.