In ray tracing, a ray of light is traced in a backwards direction. That is, we start from the eye or camera and trace the ray through a pixel in the image plane into the scene and determine what it hits. The pixel is then set to the color values returned by the ray.
| Sometimes the ray misses all of the objects: | ![]() |
| and sometimes the ray will hit an object: | ![]() |
| If the ray hits an object, we want to know if that point on the object is in a shadow. So, when the ray hits an object, a secondary ray, called a "shadow" ray, is shot towards the light sources. | ![]() |
| If this shadow ray hits another object before it hits a
light source, then the first intersection point is in the shadow of the second object. For a simple illumination model this means that we only apply the ambient term for that light source. |
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| First Intersection point in the shadow of the second object | ![]() |
| Also, when a ray hits an object, a reflected ray is generated which is tested against all of the objects in the scene. Reflected Ray |
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| If the reflected ray hits an object then a local illumination model is applied at the point of intersection and the result is carried back to the first intersection point. Contribution from the reflected ray |
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| If the intersected object is transparent, then a transmitted ray is generated and tested against all the objects in the scene. Transmitted Ray |
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| As with the reflected ray, if the transmitted ray hits an object then a local illumination model is applied at the point of intersection and the result is carried back to the first intersection point. Contribution from the transmitted ray |
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| The reflected rays can generate other reflected rays that can generate other reflected rays, etc. The next sequence of three images shows a simple scene with no reflection, a single reflection, and then a double reflection. Scene with no reflection rays |
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| Scene with one layer of reflection | ![]() |
| Scene with two layers of reflection | ![]() |
Main ray trace
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