Slide 11
Slide 11 text
古典的レイトレーシングのアルゴリズム
for each pixels
ray = ray from uv
color = trace(ray)
trace(ray)
for each object in scene
if ray intersects an object
if the object is nearest in the scene
return color(ray, object)
color(ray, object)
if shadow ray intersects light
L = BRDF * (normal,ray) * (phi/r^2)
if material is specular
L+=trace(new ray)
return L