Search results
Results from the WOW.Com Content Network
In such arithmetic, the intersections with the planes parallel to the ray will be given by = + or =, and the algorithm will still work as expected. If the origin lies on a face of the bounding box, then for some i {\displaystyle i} it will happen that t i = 0 0 {\displaystyle t_{i}={\frac {0}{0}}} , which is undefined (in IEEE 754 it is ...
This recursive ray tracing of reflective colored spheres on a white surface demonstrates the effects of shallow depth of field, "area" light sources, and diffuse interreflection. (c. 2008) In 3D computer graphics, ray tracing is a technique for modeling light transport for use in a wide variety of rendering algorithms for generating digital images.
Ray tracing is a technique that can generate near photo-realistic computer images. A wide range of free software and commercial software is available for producing these images. This article lists notable ray-tracing software.
The Möller–Trumbore ray-triangle intersection algorithm, named after its inventors Tomas Möller and Ben Trumbore, is a fast method for calculating the intersection of a ray and a triangle in three dimensions without needing precomputation of the plane equation of the plane containing the triangle. [1]
The ray tracing algorithm is inherently suitable for scaling by parallelization of individual ray renders. [3] However, anything other than ray casting requires recursion of the ray tracing algorithm (and random access to the scene graph ) to complete their analysis, [ 4 ] since reflected, refracted, and scattered rays require that various ...
A recently exploited technique to accelerate traditional volume rendering algorithms such as ray-casting is the use of modern graphics cards. Starting with the programmable pixel shaders , people recognized the power of parallel operations on multiple pixels and began to perform general-purpose computing on (the) graphics processing units (GPGPU).
Steep parallax mapping is one name for the class of algorithms that trace rays against heightfields. The idea is to walk along a ray that has entered the heightfield's volume, finding the intersection point of the ray with the heightfield. This closest intersection is what part of the heightfield is truly visible.
In computer vision, the Lucas–Kanade method is a widely used differential method for optical flow estimation developed by Bruce D. Lucas and Takeo Kanade.It assumes that the flow is essentially constant in a local neighbourhood of the pixel under consideration, and solves the basic optical flow equations for all the pixels in that neighbourhood, by the least squares criterion.