5 ms·
Maybe I'm wrong but these fractals are made with raymarching not raytracing see ex: http://www.iquilezles.org/www/articles/mandelbulb/mandelbulb.htm http://www.
by michiganLepo 12y ago
Maybe I'm wrong but these fractals are made with raymarching not raytracing
see ex: http://www.iquilezles.org/www/articles/mandelbulb/mandelbulb.htm http://www.iquilezles.org/www/articles/mandelbulb/mandelbulb...
- rndn 12y agoThe terminology is admittedly confusing. This is how I understand it: Ray casting: Determine intersection of a ray analytically Ray marching: Determine intersection of a ray by taking stepwise samples Ray tracing: Ray casting or marching along a light path (from the camera) Path tracing: Ray tracing with random experiments The first two are ray calculation strategies, the latter are rendering strategies. In ray tracing you usually have many simplifications and effects like in real-time rendering, for example direct light models. In path tracing these effects are the result from approximating the full rendering equation.
- Dave_Rosenthal 12y agoHmm, I think some of those definitions are a bit off. Let me try: - Ray-casting is the general technique of using ray/object intersections (usually to solve a graphics problem). Could be via analytical solutions or not. - Ray-marching refers to using an iterative technique for computing ray/object intersections. This type of strategy is used for these 3D fractals. - Ray-tracing creates an image by casting rays for each pixel in the image (from the camera). - Path-tracing is one of many random ray-tracing techniques. It averages across many random deep bounces of rays following light paths to accurately solve for lighting. In this case, the ray-tracing casts rays against the 3D fractal via ray-marching and uses path-tracing to compute accurate lighting.
- rndn 12y agoSo path tracing is only used for the secondary rays and beyond?
- Dave_Rosenthal 12y agoI think think that's kind of a philosophical question. Wikipedia, for example, explains path tracing as integrating over incident light on a surface. You could either think of that as incident light at a point on a virtual film/sensor plane behind a lens or incident light on the first object you hit in the scene.
- ska 12y agoSuch techniques are often generally known as "Global Illumination". Often in physics based rendering you are attempting to estimate the BSDF (bi-directional scattering distribution function, often broken into T, transmission and R reflection) parts. This gets complicated by interactive media and subsurface scattering (i.e the photons go into a material and bounce around) but in the simple case of a surface interaction you are estimating an integral over solid angle for all light interactions. Monte Carlo path tracing is one way to do this estimation.