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RAY - TRACING

1. Intersection of ray with sphere, cylinder, triangle and axis aligned box

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In the given image we can see a depth calculation

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The closest intersection point is recorded

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With the given formula (t−5)/4 we approx the distance value

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Set he given value in the output color variable

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Normals are calculated at every intersection but the smallest intersection distance is considered.

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Each shape has a different way of calculating normal.

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Normalize the normals

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Absolute the normals and export it to color variable.

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Color variable prints the pixel at the respective position stated by x and y loops

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Every object has a material

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The material contain the diffuse, specular … etc.

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Currently we export the diffuse to the color variable and it gets printed on the screen

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Used formula (N.L)*(Kd)/pi to get the reflected color

2. Path Tracing

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4096 Passes

 

 

 

 

 

512 Passes

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64 Passes

 

 

 

 

 

8 Passes

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1 Passes

3. Reflection

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4096 Passes

 

 

 

 

 

512 Passes

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64 Passes

 

 

 

 

 

8 Passes

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1 Passes

4. Transmission

Without MIS (Multiple Importance Sampling)

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With MIS (Multiple Importance Sampling)

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4096 Passes

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512 Passes

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64 Passes

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8 Passes

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Untitled1.png

 

 

 

 

 

1 Passes

5. Depth of Field and Motion Blur

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4096 Passes

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Designed my self in iClone Character Creator

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Exported running pose in FBX format from MAYA

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