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#1 |
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DevMaster Editor
Join Date: Jan 2005
Posts: 54
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The Basics of Raytracing
Author: Tom Hammersley Description: The author runs through the basics of raytracing, the alogrithm, and some implementation techniques. |
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#2 |
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Senior Member
Join Date: Jan 2003
Posts: 868
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OH YEAH!!!!That article sure ROXXX!!! I succeeded to make a basic raytracer last night with simple one colored spheres. It's not big deal really but i'm sure glad i started that. Once again - great tutorial. P.S. Hey, don't forget to write some more articles on that subject! |
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#3 |
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New Member
Join Date: Feb 2007
Location: The Netherlands
Posts: 1
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Nice article, but i've discovered that a formula is not correct.
The simplification of the abc-formule leaves a out, which cannot be be correct, because the root of a is not equal to a . The abc-formula is in its simplest form in the upper image |
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#4 |
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DevMaster Staff
Join Date: Oct 2004
Location: Seattle, WA
Posts: 3,707
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Loy, the simplification works if you assume the ray direction is normalized; then a = 1. This is a standard optimization trick for ray-sphere intersection.
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Currently working at Sucker Punch reedbeta.com - OpenGL demos and other projects Luabridge - a lightweight, dependency-free C++/Lua binding library. CD Lite - an unobtrusive, minimal CD player application for Windows. |
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