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Introduction
Ray-tracing
GRAPHICS
Ray-tracing
One of the things I always wanted to implement was a ray-tracing algorithm. So I started with that.

First, ray-casting with triangles (click to enlarge):



In the above image, the green triangles are a bit jagged. So I added anti-aliasing (that, unfortunately, adds a lot of time to calculations). The two images below show 2x2 and 4x4 anti-aliasing. It turns out, that usually 2x2 or 3x3 anti-aliasing is the best trade-off between quality and speed.





Next, I added spheres:



And an optional background:



But still, all of the above were based on simple ray-casting and the images aren't so terrific. So, I decided to add shadows as the next step; and this starts to be a true ray-tracing algorithm.

First, light intensity was changed depending on the angle to the source of light.







Next, calculate shadows:





And add ambient light so that shadows aren't so dark:



And we can show multiple sources of light:



Rotary surfaces:





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