opengl - How to simulate mathimatically correct shadows of transparent objects? -
i want simulate shadows casted complex , composite transparent objects. shadows must mathematically correct particular light source (at least point light). think true graphical library, it? than, there must not refraction @ all.
does opengl can this? if can not should use instead?
upd. need path tracer. there wich use programmatically: give file of 3d-scene objects , result of tracing?
this shadows must mathematically correct
there's no such thing mathematically correct or wrong illumination. mean physically correct.
images want create them rely on light propagation. way simulate light propagation shoot virtual photons scene , follow path. called path tracing.
does opengl can this?
opengl draws points, lines , triangles… 1 @ time, without concept of scene or models.
old, fixed function pipeline opengl had simple blinn illumination model built in, did calculate "light" value per vertex based on surface orientation (normal) , position relative light source.
modern opengl not that. instead relies on programmer provide programs executed every vertex decide in picture goes , every fragment (roughly pixel) drawn determine color give it.
in programs, called shaders can anything. if want implement path tracer using opengl shaders, can this. path tracer will not interact points, lines , triangles draw. instead these serve define boundaries within shaders computations.
if can not should use instead?
it's not question of if possible, how easy implement. in case opengl not right programming environment, because you'd starting scratch. instead should use 1 of existing path tracers around. there some, gpu accelerated.
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