| abstract
| - Scenes in raytracing are described mathematically, usually by a programmer, or by a visual artist using intermediary tools, but they may also incorporate data from images and models captured by various technological means, for instance digital photography. Following rays in reverse is many orders of magnitude more efficient at building up the visual information than would be a genuine simulation of light interactions, since the overwhelming majority of light rays from a given light source do not wind up providing significant light to the viewers eye, but instead may bounce around until they diminish to almost nothing, or bounce off into the infinite. A computer simulation starting with the rays emitted by the light source and looking for ones which wind up intersecting the viewpoint is not practically feasible to execute and obtain accurate imagery. The obvious shortcut is to pre-suppose that the ray ends up at the viewpoint, then trace backwards. After a stipulated number of maximum reflections has occured, the light intensity of the point of last intersection is estimated using a number of algorithms, which may include the classic rendering algorithm, and may perhaps incorporate other techniques such as radiosity.
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