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Ray Tracing (graphics)
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. On a spectrum of computational cost and visual fidelity, ray tracing-based rendering techniques, such as ray casting, recursive ray tracing, distribution ray tracing, photon mapping and path tracing, are generally slower and higher fidelity than scanline rendering methods. Thus, ray tracing was first deployed in applications where taking a relatively long time to render could be tolerated, such as in still computer-generated images, and film and television visual effects (VFX), but was less suited to real-time applications such as video games, where speed is critical in rendering each frame. Since 2018, 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 use hybrid ray tracing and rasteriz ...
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Recursive Raytrace Of A Sphere
Recursion (adjective: ''recursive'') occurs when a thing is defined in terms of itself or of its type. Recursion is used in a variety of disciplines ranging from linguistics to logic. The most common application of recursion is in mathematics and computer science, where a function being defined is applied within its own definition. While this apparently defines an infinite number of instances (function values), it is often done in such a way that no infinite loop or infinite chain of references ("crock recursion") can occur. Formal definitions In mathematics and computer science, a class of objects or methods exhibits recursive behavior when it can be defined by two properties: * A simple ''base case'' (or cases) — a terminating scenario that does not use recursion to produce an answer * A ''recursive step'' — a set of rules that reduces all successive cases toward the base case. For example, the following is a recursive definition of a person's ''ancestor''. One's ance ...
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Ray-tracing Hardware
Ray-tracing hardware is special-purpose computer hardware designed for accelerating ray tracing calculations. Introduction: Ray tracing and rasterization The problem of rendering 3D graphics can be conceptually presented as finding all intersections between a set of " primitives" (typically triangles or polygons) and a set of "rays" (typically one or more per pixel). Up to 2010, all typical graphic acceleration boards, called graphics processing units (GPUs), used rasterization algorithms. The ray tracing algorithm solves the rendering problem in a different way. In each step, it finds all intersections of a ray with a set of relevant primitives of the scene. Both approaches have their own benefits and drawbacks. Rasterization can be performed using devices based on a stream computing model, one triangle at the time, and access to the complete scene is needed only once. The drawback of rasterization is that non-local effects, required for an accurate simulation of a scene, s ...
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Sound
In physics, sound is a vibration that propagates as an acoustic wave, through a transmission medium such as a gas, liquid or solid. In human physiology and psychology, sound is the ''reception'' of such waves and their ''perception'' by the brain. Only acoustic waves that have frequencies lying between about 20 Hz and 20 kHz, the audio frequency range, elicit an auditory percept in humans. In air at atmospheric pressure, these represent sound waves with wavelengths of to . Sound waves above 20  kHz are known as ultrasound and are not audible to humans. Sound waves below 20 Hz are known as infrasound. Different animal species have varying hearing ranges. Acoustics Acoustics is the interdisciplinary science that deals with the study of mechanical waves in gasses, liquids, and solids including vibration, sound, ultrasound, and infrasound. A scientist who works in the field of acoustics is an ''acoustician'', while someone working in the field of ...
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Chromatic Aberration
In optics, chromatic aberration (CA), also called chromatic distortion and spherochromatism, is a failure of a lens to focus all colors to the same point. It is caused by dispersion: the refractive index of the lens elements varies with the wavelength of light. The refractive index of most transparent materials decreases with increasing wavelength. Since the focal length of a lens depends on the refractive index, this variation in refractive index affects focusing. Chromatic aberration manifests itself as "fringes" of color along boundaries that separate dark and bright parts of the image. Types There are two types of chromatic aberration: ''axial'' (''longitudinal''), and ''transverse'' (''lateral''). Axial aberration occurs when different wavelengths of light are focused at different distances from the lens (focus ''shift''). Longitudinal aberration is typical at long focal lengths. Transverse aberration occurs when different wavelengths are focused at different position ...
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Dispersion (optics)
In optics, and by analogy other branches of physics dealing with wave propagation, dispersion is the phenomenon in which the phase velocity of a wave depends on its frequency; sometimes the term chromatic dispersion is used for specificity to optics in particular. A medium having this common property may be termed a dispersive medium (plural ''dispersive media''). 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, and in gravity waves (ocean waves). Within optics, dispersion is a property of telecommunication signals along transmission lines (such as microwaves in coaxial cable) or the pulses of light in optical fiber. Physically, dispersion translates in a loss of kinetic energy through absorption. In optics, one important and familiar consequence of dispersion is the change in the angle of ...
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Ambient Occlusion
In 3D computer graphics, modeling, and animation, ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting. For example, the interior of a tube is typically more occluded (and hence darker) than the exposed outer surfaces, and becomes darker the deeper inside the tube one goes. Ambient occlusion can be seen as an accessibility value that is calculated for each surface point. In scenes with open sky, this is done by estimating the amount of visible sky for each point, while in indoor environments, only objects within a certain radius are taken into account and the walls are assumed to be the origin of the ambient light. The result is a diffuse, non-directional shading effect that casts no clear shadows, but that darkens enclosed and sheltered areas and can affect the rendered image's overall tone. It is often used as a post-processing effect. Unlike local methods such as Phong shading, ambient occlusion ...
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Caustic (optics)
In optics, a caustic or caustic network is the envelope of light rays which have been reflected or refracted by a curved surface or object, or the projection of that envelope of rays on another surface. The caustic is a curve or surface to which each of the light rays is tangent, defining a boundary of an envelope of rays as a curve of concentrated light. Therefore, in the photo to the right, caustics can be seen as patches of light or their bright edges. These shapes often have cusp singularities. Explanation Concentration of light, especially sunlight, can burn. The word ''caustic'', in fact, comes from the Greek καυστός, burnt, via the Latin ''causticus'', burning. A common situation where caustics are visible is when light shines on a drinking glass. The glass casts a shadow, but also produces a curved region of bright light. In ideal circumstances (including perfectly parallel rays, as if from a point source at infinity), a nephroid-shaped patch of light ...
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Motion Blur
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. Usages / Effects of motion blur Photography When a camera creates an image, that image does not represent a single instant of time. Because of technological constraints or artistic requirements, the image may represent the scene over a period of time. Most often this exposure time is brief enough that the image captured by the camera appears to capture an instantaneous moment, but this is not always so, and a fast moving object or a longer exposure time may result in blurring artifacts which make this apparent. As objects in a scene move, an image of that scene must represent an integration of all positions of those objects, as well as the camera's viewpoint, over the period of exposure determined by the shutter speed. I ...
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Depth Of Field
The depth of field (DOF) is the distance between the nearest and the furthest objects that are in acceptably sharp focus in an image captured with a camera. Factors affecting depth of field For cameras that can only focus on one object distance at a time, depth of field is the distance between the nearest and the farthest objects that are in acceptably sharp focus. "Acceptably sharp focus" is defined using a property called the " circle of confusion". The depth of field can be determined by focal length, distance to subject, the acceptable circle of confusion size, and aperture. Limitations of depth of field can sometimes be overcome with various techniques and equipment. The approximate depth of field can be given by: : \text \approx \frac for a given circle of confusion (c), focal length (f), f-number (N), and distance to subject (u). As distance or the size of the acceptable circle of confusion increases, the depth of field increases; however, increasing the size ...
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Light Scattering
Scattering is a term used in physics to describe a wide range of physical processes where moving particles or radiation of some form, such as light or sound, are forced to deviate from a straight trajectory by localized non-uniformities (including particles and radiation) in the medium through which they pass. In conventional use, this also includes deviation of reflected radiation from the angle predicted by the law of reflection. Reflections of radiation that undergo scattering are often called ''diffuse reflections'' and unscattered reflections are called '' specular'' (mirror-like) reflections. Originally, the term was confined to light scattering (going back at least as far as Isaac Newton in the 17th century). As more "ray"-like phenomena were discovered, the idea of scattering was extended to them, so that William Herschel could refer to the scattering of "heat rays" (not then recognized as electromagnetic in nature) in 1800. John Tyndall, a pioneer in light scattering rese ...
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Soft Shadows
The umbra, penumbra and antumbra are three distinct parts of a shadow, created by any light source after impinging on an opaque object. Assuming no diffraction, for a collimated beam (such as a point source) of light, only the umbra is cast. These names are most often used for the shadows cast by celestial bodies, though they are sometimes used to describe levels, such as in sunspots. Umbra The umbra (Latin for "shadow") is the innermost and darkest part of a shadow, where the light source is completely blocked by the occluding body. An observer within the umbra experiences a total eclipse. The umbra of a round body occluding a round light source forms a right circular cone. When viewed from the cone's apex, the two bodies appear the same size. The distance from the Moon to the apex of its umbra is roughly equal to that between the Moon and Earth: . Since Earth's diameter is 3.7 times the Moon's, its umbra extends correspondingly farther: roughly . Penumbra The penu ...
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Refraction
In physics, refraction is the redirection of a wave as it passes from one medium to another. The redirection can be caused by the wave's change in speed or by a change in the medium. Refraction of light is the most commonly observed phenomenon, but other waves such as sound waves and water waves also experience refraction. How much a wave is refracted is determined by the change in wave speed and the initial direction of wave propagation relative to the direction of change in speed. For light, refraction follows Snell's law, which states that, for a given pair of media, the ratio of the sines of the angle of incidence ''θ1'' and angle of refraction ''θ2'' is equal to the ratio of phase velocities (''v''1 / ''v''2) in the two media, or equivalently, to the refractive indices (''n''2 / ''n''1) of the two media. :\frac =\frac=\frac Optical prisms and lenses use refraction to redirect light, as does the human eye. The refractive index of materials varies with the wa ...
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