by Harold Clitheroe
December, 2000
1. A ray is traced back from the eye position, through the pixel on the monitor, until it intersects with a surface. 2. We know the reflectivity of the surface from the model description, but we do not yet know the amount of light reaching that surface. To determine the total illumination, we trace a ray from the point of intersection to each light source in the environment (shadow ray). If the ray to a light source is not blocked by another object, the light contribution from that source is used to calculate the color of the surface. 3. The intersected surface may be shiny or transparent. In this case we also have to determine what is seen in or through the surface being processed. Steps 1 and 2 are repeated in the reflected (and, in the case of transparency, transmitted) direction until another surface is encountered. The color at the subsequent intersection point is calculated and factored into the original point. 4. If the second surface is yet again a reflective or transparent surface, the ray tracing process repeats once again, and so on, until a maximum number of iterations is reached or until no more surfaces are intersected.