Introduction to Ray Tracing
Ray tracing is a rendering technique that simulates the path of light as it bounces around a scene. Unlike rasterization, which projects 3D objects onto a 2D screen, ray tracing follows individual rays of light to create photorealistic images with accurate reflections, refractions, and shadows.
The Basic Algorithm
At its core, ray tracing follows a simple principle: for each pixel on the screen, cast a ray from the camera through that pixel into the scene, and see what it hits.
Ray-Sphere Intersection
One of the fundamental operations in ray tracing is determining if a ray intersects with a sphere. Given a ray with origin $\mathbf{O}$ and direction $\mathbf{D}$, and a sphere with center $\mathbf{C}$ and radius $r$, we can solve for the intersection using the quadratic formula.
The ray equation is:
$$\mathbf{P}(t) = \mathbf{O} + t\mathbf{D}$$
For a sphere, we need to find where:
$$|\mathbf{P}(t) - \mathbf{C}|^2 = r^2$$
Implementation Example
Here's a simple C++ implementation of ray-sphere intersection:
struct Ray {
Vec3 origin;
Vec3 direction;
Ray(const Vec3& o, const Vec3& d) : origin(o), direction(d) {}
Vec3 at(float t) const {
return origin + t * direction;
}
};
struct Sphere {
Vec3 center;
float radius;
Sphere(const Vec3& c, float r) : center(c), radius(r) {}
};
bool intersect(const Ray& ray, const Sphere& sphere, float& t) {
Vec3 L = ray.origin - sphere.center;
float a = dot(ray.direction, ray.direction);
float b = 2.0f * dot(L, ray.direction);
float c = dot(L, L) - sphere.radius * sphere.radius;
float discriminant = b * b - 4 * a * c;
if (discriminant < 0) {
return false;
}
float t1 = (-b - sqrt(discriminant)) / (2 * a);
float t2 = (-b + sqrt(discriminant)) / (2 * a);
if (t1 > 0) {
t = t1;
return true;
} else if (t2 > 0) {
t = t2;
return true;
}
return false;
}
"The best way to understand a rendering algorithm is to implement it yourself."
Surface Normals and Lighting
Once we find an intersection, we need to calculate the surface normal for lighting calculations. For a sphere, the normal at any point on the surface is simply the vector from the sphere center to that point, normalized:
Vec3 calculateNormal(const Vec3& point, const Sphere& sphere) {
return normalize(point - sphere.center);
}
Basic Phong Lighting Model
The Phong lighting model combines three components:
- Ambient: Constant lighting to simulate global illumination
- Diffuse: Lambertian reflection based on the surface normal and light direction
- Specular: Mirror-like reflection for shiny surfaces
The combined lighting equation is:
$$I = I_a k_a + I_d k_d (\mathbf{N} \cdot \mathbf{L}) + I_s k_s (\mathbf{R} \cdot \mathbf{V})^n$$
Where:
- $I_a, I_d, I_s$ are ambient, diffuse, and specular light intensities
- $k_a, k_d, k_s$ are ambient, diffuse, and specular material coefficients
- $\mathbf{N}$ is the surface normal
- $\mathbf{L}$ is the light direction
- $\mathbf{R}$ is the reflection vector
- $\mathbf{V}$ is the view direction
- $n$ is the shininess exponent