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Ray tracing is a method for calculating the path of waves or particles through a system. The method is practiced in two distinct forms:
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Rendering or image synthesis is the process of generating a photorealistic or non-photorealistic image from a 2D or 3D model by means of a computer program. The resulting image is referred to as the render. Multiple models can be defined in a scene file containing objects in a strictly defined language or data structure. The scene file contains geometry, viewpoint, texture, lighting, and shading information describing 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" is analogous to the concept of an artist's impression of a scene. The term "rendering" is also used to describe the process of calculating effects in a video editing program to produce the final video output.
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 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.
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 3D 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 high degree of visual realism, more so than 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 can be tolerated, such as in still computer-generated images, and film and television visual effects (VFX), but generally more poorly suited to real-time applications such as video games, where speed is critical in rendering each frame. In recent years, 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 add real-time ray tracing techniques to games and other real-time rendered media with a lesser, albeit still substantial hit to frame render times.
Ray transfer matrix analysis is a mathematical form for performing ray tracing calculations in sufficiently simple problems which can be solved considering only paraxial rays. Each optical element is described by a 2×2 ray transfer matrix which operates on a vector describing an incoming light ray to calculate the outgoing ray. Multiplication of the successive matrices thus yields a concise ray transfer matrix describing the entire optical system. The same mathematics is also used in accelerator physics to track particles through the magnet installations of a particle accelerator, see electron optics.
Stochastic refers to the property of being well described by a random probability distribution. Although stochasticity and randomness are distinct in that the former refers to a modeling approach and the latter refers to phenomena itself, these two terms are often used synonymously. Furthermore, in probability theory, the formal concept of a stochastic process is also referred to as a random process.
Ray casting is the methodological basis for 3-D 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 camera through each pixel in the camera sensor to determine what is visible along the ray in the 3-D scene. The term "Ray Casting" was introduced by Scott Roth while at the General Motors Research Labs from 1978-1980. His paper, "Ray Casting for Modeling Solids", describes modeled solid objects by combining primitive solids, such as blocks and cylinders, using the set operators union (+), intersection (&), and difference (-). The general idea of using these binary operators for solid modeling is largely due to Voelcker and Requicha's geometric modelling group at the University of Rochester. See Solid modeling for a broad overview of solid modeling methods. This figure on the right shows a U-Joint modeled from cylinders and blocks in a binary tree using Roth's ray casting system, circa 1979.
Tracing may refer to:
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.
Cone tracing and beam tracing are a derivative of the ray tracing algorithm that replaces rays, which have no thickness, with thick rays.
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.
In geometric optics, the paraxial approximation is a small-angle approximation used in Gaussian optics and ray tracing of light through an optical system.
In optics a ray is an idealized model of light, obtained by choosing a line that is perpendicular to the wavefronts of the actual light, and that points in the direction of energy flow. Rays are used to model the propagation of light through an optical system, by dividing the real light field up into discrete rays that can be computationally propagated through the system by the techniques of ray tracing. This allows even very complex optical systems to be analyzed mathematically or simulated by computer. Ray tracing uses approximate solutions to Maxwell's equations that are valid as long as the light waves propagate through and around objects whose dimensions are much greater than the light's wavelength. Ray theory does not describe phenomena such as diffraction, which require wave theory. Some wave phenomena such as interference can be modeled in limited circumstances by adding phase to the ray model.
Ray-tracing hardware is special-purpose computer hardware designed for accelerating ray tracing calculations.
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.
In physics, ray tracing is a method for calculating the path of waves or particles through a system with regions of varying propagation velocity, absorption characteristics, and reflecting surfaces. Under these circumstances, wavefronts may bend, change direction, or reflect off surfaces, complicating analysis. Ray tracing solves the problem by repeatedly advancing idealized narrow beams called rays through the medium by discrete amounts. Simple problems can be analyzed by propagating a few rays using simple mathematics. More detailed analysis can be performed by using a computer to propagate many rays.
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.
Solar wind Magnetosphere Ionosphere Link Explorer (SMILE) is a planned joint venture mission between the European Space Agency and the Chinese Academy of Sciences. SMILE will image for the first time the magnetosphere of the Sun in soft X-rays and UV during up to 40 hours per orbit, improving our understanding of the dynamic interaction between the solar wind and Earth's magnetosphere. The prime science questions of the SMILE mission are
This is a glossary of terms relating to computer graphics.
Turing is the codename for a graphics processing unit (GPU) microarchitecture developed by Nvidia. It is named after the prominent mathematician and computer scientist Alan Turing. The architecture was first introduced in August 2018 at SIGGRAPH 2018 in the workstation-oriented Quadro RTX cards, and one week later at Gamescom in consumer GeForce RTX 20 series graphics cards. Building on the preliminary work of its HPC-exclusive predecessor, the Turing architecture introduces the first consumer products capable of real-time ray tracing, a longstanding goal of the computer graphics industry. Key elements include dedicated artificial intelligence processors and dedicated ray tracing processors. Turing leverages DXR, OptiX, and Vulkan for access to ray-tracing. In February 2019, Nvidia released the GeForce 16 series of GPUs, which utilizes the new Turing design but lacks the ray tracing and artificial intelligence cores.