Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!seismo!lll-crg!lll-lcc!sugtech From: sugtech@lll-lcc.UUCP (SUG Tech Committee) Newsgroups: net.graphics Subject: Ray tracing questions Message-ID: <386@lll-lcc.UUCP> Date: Wed, 20-Aug-86 00:19:05 EDT Article-I.D.: lll-lcc.386 Posted: Wed Aug 20 00:19:05 1986 Date-Received: Wed, 20-Aug-86 23:09:30 EDT Distribution: na Lines: 46 Keywords: ray tracing I have some questions concerning ray tracing and I would appreciate anybody's help. 1.) What do you do when a ray intersects a polygon straightway (the ray lies in the plane of the polygon)? One could have a scene in which several polygons resided in the same plane, each one behind the other. One would have to determine the closest one, in order to dsisplay the proper color. 2.) What is a fast method of finding the intersection of two 3D lines? Determinant? 3.) Are there any new ways of antialiasing other than super sampling or stochastic sampling? 4.) Is the Cook-Torrance shading model the most accurate one to date or is there a better one? 5.) What is the advantage of applying modelling transformations to rays and not to the objects (see Roth's paper, 1982)? It appears that this would slow down the ray tracing process, since the transformations need to be applied within the double for loop. A detailed explanation and an example would really help here. 6.) What should one do to calculate the depth of a polygon at a certain point if the plane equation coefficent "C" is equal to zero? Examples would be N = (0, -1, 0, 1) or N = (1, 0, 0, -1). The forumula z = (-d -ax - by)/c does not work in this case. 7.) What are some of the visual effects that ray tracing cannot yet model? 8.) I read in the book "Procedural Elements for Computer Graphics", p. 379, that small objects may be lost if they are viewed indirectly by a curved surface. Is there any way to prevent this? 9.) Are there text books out now that have lengthly, detailed sections on ray tracing? 10.) This question is concerned with the method of antialiasing used by Whitted. Michael Sweeney, in his master thesis, stated "that the four corners of a pixel are considered to be the same color if the sum of the differences in their red, green and blue components is less than this threshold (the threshold being a value specified by the user)". Could someone please show me how the sum referred to by Sweeney is derived, given his explanation?