RayTracingBasic


Process ​

basic : camera ray -> obj in scene(combined normals and lightbuffers, then shade)

x=(2,(i+0.5)w−1)⋅aspectRatio⋅scale,y=(1−2,(j+0.5)h)⋅scale

再使用loot-at逆矩阵变换到世界空间

判断是否相交 ​

triangle

Direct Light contribution:

shading ​

场景是纯漫反射(无高光),BSDF 即是 Lambertian:

fr=ρπ

方向光直接光照:

Lo=ρπ⏟EvalDiffuse×Llight⋅V⏟EvalDirectionalLight×max(N⋅L, 0)⏟main 中

diffuseのbrdf

Indirect Light