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    HCI & Computer Graphics
    COMP3145
    Progress0 / 73 topics
    Topics
    1. The Human: Input-output channels2. Human memory3. Thinking, Reasoning, Problem solving4. Emotions and Individual differences5. Psychology and design of interacting systems6. The Computer: Text entry devices7. Positioning, Pointing, and drawing devices8. Display devices9. Devices for virtual reality and 3D interaction10. Physical controls, Sensors and special devices11. Paper printing and scanning12. Memory, Processing and networks13. The Interaction: Models of interaction14. Frameworks and HCI15. Ergonomics16. Interaction styles17. Elements of the WIMP interfaces18. Interactivity and Context of interaction19. Usability Paradigm and Principles: Introduction20. Paradigms for interaction21. Interaction Design Basics: What is design22. Process of design and User focus23. Navigation design24. Screen design and layout25. Iteration and prototyping26. HCI in Software Process: Software life cycle27. Usability engineering28. Iterative design and prototyping29. Design rationale30. Design rules and Guidelines31. Golden rules and heuristics32. HCI patterns33. Evaluation techniques and methods34. Task analysis35. Universal design36. User support systems37. Computer Supported Cooperative Work38. Groupware systems39. Implementation of synchronous groupware40. Ubiquitous computing41. History of Computer Graphics42. Graphics architectures and software43. Imaging and vision: Pinhole camera, Human vision, Synthetic camera44. Modeling vs. rendering45. OpenGL Architecture46. Displaying simple two-dimensional geometric objects47. Positioning systems and windowed environment48. Color perception and models49. RGB, CMY, HLS color models50. Color transformations51. Color in OpenGL: RGB and indexed color52. Input: Network environment and client-server computing53. Input measures: event, sample and request input54. Using callbacks and picking55. Affine transformations: translation, rotation, scaling, shear56. Homogeneous coordinates and concatenation57. Current transformation and matrix stacks58. Three Dimensional Graphics: Classical viewing59. Specifying views in 3D60. Affine transformation in 3D61. Projective transformations62. Ray tracing63. Shading: Illumination and surface modeling64. Phong shading model65. Polygon shading66. Rasterization: Line drawing via Bresenham's algorithm67. Clipping and polygonal fill68. BitBlt operations69. Hidden surface removal (z buffer)70. Discrete Techniques: Buffers71. Reading and writing bitmaps and pixel maps72. Texture mapping73. Compositing
    COMP3145›Ray tracing
    HCI & Computer GraphicsTopic 62 of 73

    Ray tracing

    2 minread
    362words
    Beginnerlevel

    1. Definition

    Ray tracing is a rendering technique in computer graphics used to generate realistic images by simulating the physical behavior of light.

    • It traces the path of light rays from the eye (camera) into the scene, following reflections, refractions, and shadows.
    • Produces highly realistic effects like mirrors, transparency, soft shadows, and global illumination.

    Key Idea: “Simulate light paths to compute color and brightness of pixels.”


    2. Basic Concept

    • Each pixel on the screen corresponds to a ray shot from the eye (camera) into the scene.

    • The ray may:

      1. Intersect an object
      2. Reflect off the object
      3. Refract through transparent materials
      4. Reach a light source
    • The color and intensity of the pixel are computed by combining ambient, diffuse, specular, reflection, and refraction contributions.


    3. Steps in Ray Tracing

    Step 1: Ray Generation

    • Generate primary rays from the eye through each pixel on the view plane.

    Step 2: Ray-Object Intersection

    • Determine which object the ray intersects first in the scene.
    • Solve geometric equations for intersections (spheres, planes, triangles, etc.).

    Step 3: Shading

    • Compute color at the intersection point using a lighting model (e.g., Phong illumination).

    • Consider:

      • Ambient light: general background light
      • Diffuse reflection: light scattered evenly
      • Specular reflection: shiny highlights

    Step 4: Reflection and Refraction

    • Generate secondary rays:

      • Reflection rays: bounce off reflective surfaces
      • Refraction rays: pass through transparent materials

    Step 5: Shadow Rays

    • Check if intersection points are in shadow by sending rays to the light sources.
    • If blocked, that point is in shadow.

    4. Advantages of Ray Tracing

    • Produces highly realistic images
    • Handles shadows, reflections, and transparency naturally
    • Supports complex lighting effects like caustics and refraction

    5. Disadvantages

    • Computationally expensive – slow for complex scenes
    • Requires optimization techniques (like spatial partitioning, bounding volume hierarchies)

    6. Summary Table

    Aspect Description
    Purpose Realistic image rendering using simulated light paths
    Rays Primary (eye → scene), Secondary (reflection/refraction), Shadow rays
    Effects Shadows, reflections, transparency, refraction
    Pros Realism, accurate lighting
    Cons High computational cost

    Key Points:

    • Ray tracing is fundamental in photorealistic rendering.
    • Modern graphics use hybrid approaches combining ray tracing with rasterization for speed.
    • Used extensively in movies, simulations, CAD visualization, and visual effects.
    Previous topic 61
    Projective transformations
    Next topic 63
    Shading: Illumination and surface modeling

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      DifficultyBeginner