在本次演講ä¸ï¼ŒNVIDIAçš„Eric Haines講述了光線和路徑追蹤的基礎知è˜ã€‚首先,他定義了光線并指出了光線å°è¨ˆç®—機圖形å¸ä¸çš„ä¸åŒæ“作有何用處。例如,å¯ä»¥æŠ•射光線以測試陰影。 早在1980年,Whittedå°±å¼•å…¥äº†éžæ¸å…‰ç·šæŠ•射的概念,å³å…‰ç·šè¿½è¹¤ã€‚隨åŽï¼Œ Cook和其他人于1984å¹´æŽ¢ç´¢äº†å…‰ç·šçš„è¿¸ç™¼å¦‚ä½•ç”¢ç”Ÿæ›´åŠ ç²¾ç´°çš„æ•ˆæžœï¼Œä¾‹å¦‚æŸ”å’Œçš„é™°å½±å’Œå…‰æ¾¤çš„å射。 接下來,Kajiya于1986年引入了光線渲染方程,展示了如何使用路徑跟蹤來解決光線渲染的å•é¡Œã€‚å…‰ç·šè¿½è¹¤çš„æ•´å€‹é ˜åŸŸéƒ½æ—¨åœ¨ä½¿ç”¨é€™é …æ¥µå…¶ç°¡å–®è€ŒåŽŸå§‹çš„äº‹ç‰©--光線,并探索如何最有效地使用它來創建無與倫比的真實感的圖åƒ
In this talk NVIDIA’s Eric Haines runs through the basics of ray and path tracing. To begin, he defines a ray and notes how it is useful for different operations in computer graphics. Rays can be cast to test for shadows, for example. In 1980, Whitted introduced the idea of recursive ray casting, known as ray tracing. Cook and others in 1984 explored how bursts of rays could create more elaborate effects, such as soft shadows and glossy reflections. Kajiya introduced the Rendering Equation in 1986, showing how it could be solved using path tracing. This whole field of ray tracing takes an extremely simple primitive - the ray - and explores how to most effectively use it to create images of unparalleled realism.