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    Ray Casting

  • Shoot rays through pixels into the world

  • For each object in the display-list compute the intersection of the given ray

  • For each pixel,
    Find closest intersection in scene

  • Evaluate illumination model to color pixel

Compared to Forward Mapping, there are other ways to compute views of scenes defined by geometric primitives. One of the most common is ray-casting.

Ray-casting searches along lines of sight, or rays, to determine the primitive that is visible along it.

Properties of ray-casting:

  • Go through all primitives at each pixel

  • Sample first

  • Analytic processing afterwards

  • Requires a display list

  • Per-pixel evaluation, per-pixel rays (not scan-convert each object)

Usual Graphics Pipeline

 

Ray Casting

E (D | G) L

In a ray-casting renderer the following process takes place.
1. For each "Screen-space" pixel compute the equation of the "Viewing-space" ray.
2. For each object in the display-list compute the intersection of the given ray
3. Find the closest intersection if there is one
4. Illuminate the point of intersection


See the "Links" link above to find out the sources of the proposed informations
Pascal Vuylsteker / eScience / Computer Science / ANU
Last modified: 20/4/2004
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