Turner Whitted
An improved illumination model for shaded display
Communications of the ACM, v.23 n.6, p.343-349, June 1980
ABSTRACT
To accurately render a two-dimensional image of a three-dimensional scene, global
illumination information that affects the intensity of each pixel of the image
must be known at the time the intensity is calculated. In a simplified form,
this information is stored in a tree of rays extending from the
viewer to the first surface encountered and from there to other surfaces and
to the light sources. A visible surface algorithm creates this tree for each
pixel of the display and passes it to the shader. The shader then traverses
the tree to determine the intensity of the light received by the viewer. Consideration
of all of these factors allows the shader to accurately simulate true reflection,
shadows, and refraction, as well as the effects simulated by conventional shaders.
Anti-aliasing is included as an integral part of the visibility calculations.
Surfaces displayed include curved as well as polygonal surfaces.