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- Date: Sun, 7 Dec 1997 03:12:59 +0400
- From: Charles Blaquiere <blaq@INTERLOG.COM>
- Subject: Re: [IML] quest: chat about rays
-
- LOPOLO wrote:
- >
- > Id like ask if someone knows how namy rays is Imagine counting for 640x512
- > picture for example. Is it same number like pixels of picture?
-
- Greetings to the Czech Republic! Here is the way I understand Imagine's
- ray tracing.
-
- I believe Imagine initially traces one light ray per pixel, backwards
- from the camera as you know. Whenever the ray hits an object face that
- is partially reflective, the ray splits into two rays, one that bounces
- off the object and one that continues along the original path. Each of
- these rays could then hit other objects that may cause more rays to be
- computed. This means more than one ray per pixel could be computed,
- depending on your objects.
-
- However, Imagine can also launch more than one initial ray per pixel;
- this is done when anti-aliasing. Pixels that vary from their neighbors
- by more than X brightness levels, where X is the value of the
- "threshold" slider (from 0 to 255), will be selected by Imagine for
- anti-aliasing. For those pixels, Imagine will trace more than one
- initial ray per pixel, sending multiple rays in slightly different
- directions, to cover sub-areas of the pixel that would be missed if only
- one ray were traced. The number of additional initial rays is controlled
- by the "ray limit", from 0 (left edge of the slider) to 255.
-
- This means that, for pixels where anti-aliasing must be performed,
- Imagine will start with 1 to 256 rays. Supposing there are no reflective
- objects in the scene, in a 640x512 render containing 327,680 pixels,
- Imagine could trace between 327,680 and 83,886,080 rays. Is this the
- answer you were looking for?
-