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This project explores the integration of dispersion in ray tracing techniques, specifically focusing on how light interacts with refractive surfaces. By simulating the refraction of different wavelengths of light, we can create more realistic materials and effects in rendered images. The initialization phase establishes a new dispersive light source with its position, direction, and color properties. This approach allows for capturing complex interactions between light and materials, leading to richer visualizations in rendering applications.
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RAY TRACING WITH DISPERSION CSS552 – Topics in RenderingWinter 2011 Final Project by:Kohei UedaShivani SrikanteshwaraMary Ann Chiramattel Kunjachan
Initialization Phase Original Light (White) • Material • Index of Refraction • For each wavelength (color) θi Each ray from the white light will hit the refractive surface
Initialization Phase • Creates New Dispersive Light Source • Origin (position) • Direction (θo) • Color Original Light (White) θi θo Each white light ray that hits the refractive surface will be refracted in to different directions.
Initialization Phase • Light Sources • Origin (position) • Direction • Color Original Light (White) θi Photon Map Color values from each Dispersive Light ray will be stored here. θo Screen
During Ray Tracing Directional Lights Refractive Object Photon Map Screen GetColor(at Intersection pt.)
Final Image View Point Refractive Surface Screen