Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Posting-Version: Notesfiles $Revision: 1.7.0.10 $; site ccvaxa Path: utzoo!watmath!clyde!cbosgd!ihnp4!inuxc!pur-ee!uiucdcs!ccvaxa!aglew From: aglew@ccvaxa.UUCP Newsgroups: net.graphics Subject: Wave-front ray tracing? Message-ID: <13300001@ccvaxa> Date: Sat, 1-Mar-86 20:12:00 EST Article-I.D.: ccvaxa.13300001 Posted: Sat Mar 1 20:12:00 1986 Date-Received: Tue, 4-Mar-86 04:46:53 EST Lines: 22 Nf-ID: #N:ccvaxa:13300001:000:1187 Nf-From: ccvaxa.UUCP!aglew Mar 1 19:12:00 1986 Humble query, but first, an apology: I'm not into graphics. I've taken a course in computer graphics, and I do like computational geometry, but I'm not interested enough in graphics to read the journals on a regular basis. Now, background: one of my friends is into graphics. He keeps going on about ray-tracing, and the like, optical techniques that require humongous amounts of computation power, and are the reasons why Lucasfilm buys Crays and Abel Associates buys Goulds (modest plug here). Query: might not wave-front type computations be more efficient? Take a wave-front from your light source (spherical, cylindrical, or planar) start it propagating, and compute its first intersection with an object. Parts of the wave-front will be modified - light "densities" will be changing all the time. You might even consider polarization effects. Of course, the more reflections/refractions you have, the more wave-fronts you'll have to handle, but some will fade away eventually. Has this been tried as an alternative to ray-tracing? Any references? Any overwhelming reasons why it won't work? The only thing I can see is that it is hard to work backwards from eye to light source.