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Trybiks' Dive Graphics Ray tracing YAC Software
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Introduction

Ray tracing

Ray casting

Pre-calculations

Anti-aliasing

Ray tracing
One of the things I always wanted to implement was a ray tracing algorithm. So I started with that.

First, ray casting with triangles (click to enlarge):

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In the above image, the green triangles are a bit jagged. So I added anti-aliasing (that, unfortunately, adds a lot of time to calculations). The two images below show 2x2 and 4x4 anti-aliasing. It turns out, that usually 2x2 or 3x3 anti-aliasing is the best trade-off between quality and speed.

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Next, I added spheres:

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And an optional background:

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But still, all of the above were based on simple ray casting and the images aren't so terrific. So, I decided to add shadows as the next step; and this starts to be a true ray tracing algorithm.

First, light intensity was changed depending on the angle to the source of light.

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Next, calculate shadows:

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And add ambient light so that shadows aren't so dark:

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And we can show multiple sources of light:

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Rotary surfaces:

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More to come shortly...

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