Part IA Michaelmas Term
Reflection and Refraction
Recursive Ray Tracing
At an intersection point, we can spawn additional rays:
- Reflection rays for mirrors
- Refraction rays for transparent materials
Reflection
For mirror-like surfaces, a reflected ray is spawned:
where is the incoming ray direction and is the surface normal.
Reflection Direction Derivation
The reflection is the incident direction mirrored about the normal:
- Component parallel to : reversed
- Component perpendicular to : unchanged
Refraction (Transparency)
Transparent objects bend light according to Snell’s law:
where and are refractive indices.
Refracted Direction
Total Internal Reflection
When light travels from a denser to less dense medium:
- If incident angle exceeds critical angle: No refraction, only reflection
- Critical angle:
Fresnel Effect
At glancing angles, more light is reflected; at normal incidence, more is refracted:
- Approximate with Schlick’s approximation
- Important for realistic glass and water
Combining Effects
The final colour combines:
- Local shading (Phong)
- Reflected colour (weighted by reflectivity)
- Refracted colour (weighted by transparency)
Summary
- Reflection rays use the mirror direction formula
- Refraction follows Snell’s law
- Total internal reflection occurs above the critical angle
- Combined colour blends local, reflected, and refracted contributions