Path: utzoo!utgpu!water!watmath!clyde!att!rutgers!apple!flaig From: flaig@Apple.COM (Charles Flaig) Newsgroups: comp.graphics Subject: Re: Ray tracing: ray-object intersection Keywords: Ray Tracing, Intersection, Trivial Rejection Message-ID: <18099@apple.Apple.COM> Date: 2 Oct 88 22:18:08 GMT References: <522@versatc.UUCP> Reply-To: flaig@apple.com.UUCP (Charles Flaig) Organization: Apple Computer Inc, Cupertino, CA Lines: 24 In article <522@versatc.UUCP> ritter@versatc.UUCP (Jack Ritter) writes: > >A simple method for fast ray tracing has occurred to me, >and I haven't seen it in the literature, particularly >Procedural Elements for Computer Graphics. >It is a way to trivially reject rays that don't >intersect with objects. It works for primary >rays only (from the eye). It is: ^^^^^^^^^^^^^^^^^^^^^^^^ Unfortunately, that's the problem. You also need to intersect rays from each of the light sources, which adds a lot of storage with your approach. And in ray tracing a "typical" scene, you are going to have some transmission and a lot of reflection for secondary rays which leads to the "primary rays from the eye" being only a minor part of the overall calculation. Trying to do some decent diffusive lighting leads to even more secondary rays.... The nice thing about a sphere is that it works uniformly for all rays, and is fairly simple. (If I got anything wrong, flame the net, not me. :-) --Charles flaig@apple.com