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Questions tagged [refraction]

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3 votes
1 answer
93 views

How to have caustics at all in a path tracer with next event estimation?

When doing next event estimation, you trace a shadow ray to a light source to test visibility. What if there's a glass/transmissive object in the way? The light will be occluded and we won't get any ...
Tom Clabault's user avatar
2 votes
1 answer
117 views

Raymarching Refraction

I'm sorry if this question is imprecise, or violates any guidelines. This is my first post on Stack Exchange, so any feedback is welcome. I am working on a ray-marcher in my spare time, which you can ...
Griffin S.'s user avatar
1 vote
1 answer
93 views

Shading normal and geometric normal for refractive surface rendering

I got confused when implementing my own renderer. I read this from the PBR-book: Fortunately, there is an elegant solution to these problems. When evaluating the BSDF, we can use the geometric normal ...
Enigmatisms's user avatar
  • 1,077
2 votes
1 answer
459 views

How does Unreal Engine 5's Lumen (most likely) implement reflections?

In this YouTube video, the creator mentions that reflections in Unreal Engine 5's Lumen "work by tracing the path of light as it bounces off of surfaces in the game world." Does this mean ...
HelloGoodbye's user avatar
2 votes
0 answers
76 views

Fresnel and light reflection/refraction

I keep reading about fresnel and there is one thing I don't fully understand. My understanding : Here is my understanding so far, so please correct me where I am wrong. Fresnel is related to ior (eta)...
LeXav's user avatar
  • 23
0 votes
1 answer
444 views

Raytracing in OpenGL or Vulkan?

I was looking at this glass ball rendering with an image inside of it (zoom out to see the glass ball), and noticed that it looks like they simulate the refraction of light as it crosses from inside ...
HelloGoodbye's user avatar
1 vote
1 answer
65 views

Name and influence of style used for futuristic line patterns?

What is the name of the style of the line graphics used in the image below? The line patterns seem to envelope the shape of the woman maybe algorithmically somehow, becoming denser and yellow on the ...
user610620's user avatar
2 votes
1 answer
246 views

Debugging refraction in a sphere

I have been working on recreating some of the scenes from Peter Shirley's raytracing books using compute shaders and the new Metal raytracing API. It is going well but I am having some trouble with ...
Eoin Roe's user avatar
5 votes
2 answers
162 views

Refraction: given an incoming and transmitted direction, can I deduce the normal?

It's easy to find guides to calculating the transmitted direction of light given an incoming direction, the normal, and indexes of refraction. However, I can't find anything about determining the ...
Phil McLaughlin's user avatar
3 votes
1 answer
171 views

Can a glass plate act like a lens?

I am trying to implement rough dielectrics on my renderer. I compared the results of my renderer and Mitsuba renderer. However, a thin glass plate which is a cube scaled by (0.4, 0.4, 0.01) magnifies ...
Mustafa Işık's user avatar
0 votes
0 answers
532 views

What is a good way to do reflection and refraction in small environment for bumpy planar surface?

I am implementing a water simulation program using OpenGL. However I could not decide which technique to use for reflection and refraction. The water is wavy and there are dynamic objects around the ...
user3117189's user avatar
5 votes
2 answers
4k views

Refraction in a Ray Tracer: What do with an intersection within the medium?

I am currently following a tutorial at Scratchapixel.com on refraction Here is the refract function: ...
Arjan Singh's user avatar
  • 2,511
4 votes
1 answer
1k views

How to handle specular highlights with reflection / total internal reflection in a ray tracer?

Let's say that I have a raytracer that is rendering a scene that includes a refractive object. When a ray hits the refractive object, I know that I can use the fresnel equation (Schlick's ...
Alan Wolfe's user avatar
  • 7,801
13 votes
3 answers
1k views

What explains the high specularity of metals?

From my understanding, the specular color usually refers to the amount of light that is reflected when the surface is lit at normal incidence, and is noted $F_0$ or $R_0$. Moreover, for non metal ...
Julien Guertault's user avatar
7 votes
2 answers
2k views

Eye Parallax Refraction

I am trying to implement the Parallax Refraction effect explained by Jorge Jimenez on this presentation: http://www.iryoku.com/downloads/Next-Generation-Character-Rendering-v6.pptx and I am facing ...
MaT's user avatar
  • 1,229

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