Relay-Version: version B 2.10 5/3/83; site utzoo.UUCP Path: utzoo!mnetor!uunet!seismo!rutgers!ucla-cs!zen!ucbvax!jade!saturn!skinner From: skinner@saturn.ucsc.edu (Robert Skinner) Newsgroups: comp.graphics Subject: Re: Rainbows (was Re: Ray tracing and caustics.) Message-ID: <583@saturn.ucsc.edu> Date: Fri, 7-Aug-87 17:06:35 EDT Article-I.D.: saturn.583 Posted: Fri Aug 7 17:06:35 1987 Date-Received: Sun, 9-Aug-87 20:42:34 EDT References: <219@sugar.UUCP> <543@saturn.ucsc.edu> <1827@vax135.UUCP> <439@sugar.UUCP> Organization: U.C. Santa Cruz, CIS/CE. Lines: 25 Keywords: ray-tracing caustics algorithm reality Summary: Rainbows have been done 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 remember seeing this one described anywhere. Does this get me > a citation :->? Rainbows were done by Ken Musgrave here at UCSC this past spring. He basicly extended the distributed ray tracing concept to include sampling the frequency of light. Rays were tagged with a frequency when they hit a refracting object, and the resulting illumination values were filtered by the color of the given frequency. This works for prisms and diamonds, etc. The rainbow position is easily caluculated by a dot-product and table look-up. This does not handle rainbows cast on a wall from a prism... That is really a multicolored caustic.... .... and the caustic debate continues ... ---------------- Robert Skinner skinner@saturn.ucsc.edu@csnet-relay