Ray Tracin Question (dull)

Ray Tracin Question (dull)

Post by shir.. » Tue, 02 Jan 1990 16:59:00



I was wondering if anyone has an ELEGANT solution to my ray tracing
problem:  how should I handle to clear objects that touch.

Here is my typical treatment without this:

         function ray(origin, direction, IO) {returns color}
            if an object OB is hit
               if OB->transparent
                   if IO is INSIDE {OB}
                        incident index of refraction = OB->index_R
                        transmitted index = 1.0
                   else
                        incident index of refraction = 1.0
                        transmitted index = OB->index_R
                 < other junk >

                return (direct_lighting +
                        OB->ks*ray(new_origin, reflection_dirction, IO) +
                        OB->kt*ray(new_origin, refraction_dirction, !IO))
            else
               return background(origin, direction)

This works just fine.  When I use a CSG ray tracer it's even easier:  the
IN/OUT lists handle the IO bookkeeping automatically.  Now here is the problem:
Suppose I want a clear glass filled with water.  In my CSG program I have a
very ugly kludge:  If two objects have a separation less than some constant,
then they are considered to be touching, and the refraction is calculalated
accordingly.  For the code above (presumably with polygon primitives), I
could add a 'current indexR' parameter in the ray list, and assume that
any if OB has a different index_R, it is at an interface.  My only trouble
with this is that I'll have to be careful when modeling.  For example, the
glass would have to be modeled:

                    ***        ***
                    * *        * *      * = glass
                    * *        * *      ~ = water
                    * ~~~~~~~~~~ *
                    * ~        ~ *
                    * ~        ~ *
                     * ~~~~~~~~ *
                       ********

It bothers me that I have to understand the guts of my renderer when
doing the modeling.  Does anyone have a good (or different) way of
handling this?  I've never seen anything in print on such details.  Has
anyone else?

Thanks,

Peter Shirley
U of Illinois at UC

 
 
 

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