Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!uunet!seismo!husc6!mit-eddie!ll-xn!cit-vax!oddhack!jon From: jon@oddhack.caltech.edu (Jon Leech) Newsgroups: comp.graphics Subject: Re: Rainbows (was Re: Ray tracing and caustics.) Message-ID: <3441@cit-vax.Caltech.Edu> Date: Sun, 2-Aug-87 05:18:02 EDT Article-I.D.: cit-vax.3441 Posted: Sun Aug 2 05:18:02 1987 Date-Received: Sun, 2-Aug-87 20:20:22 EDT References: <219@sugar.UUCP> <543@saturn.ucsc.edu> <1827@vax135.UUCP> <439@sugar.UUCP> Sender: news@cit-vax.Caltech.Edu Reply-To: jon@oddhack.Caltech.EDU (Jon Leech) Organization: Caltech Odd Hack Committee Lines: 19 Keywords: ray-tracing caustics algorithm reality Summary: Expires: Sender: Followup-To: Distribution: In article <439@sugar.UUCP> peter@sugar.UUCP (Peter da Silva) writes: >OK, I think I have come up with something the rendering equation won't >cover. Chromatic abberation. You know... the stuff that makes rainbows >colorful and diamonds sparkly. I don't think backtracking would give >you that. Preprocessing and painting will. Make sure you distinguish the rendering equation and various SOLUTIONS to the rendering equation. I think many people treat these two aspects of Kajiya's paper as the same thing. If you want wavelength-dependent effects, tracing rays of different wavelengths seems the logical way to go. -- Jon Leech (jon@csvax.caltech.edu || ...seismo!cit-vax!jon) Caltech Computer Science Graphics Group __@/ Down with Mars! Back to the Moon first.