That means only rays which will contribute to the final scene are cast, greatly increasing efficiency. They use a principle of light called reciprocity, which states the inverse of a light beam works the same way as the original to cast rays from the virtual camera out into the scene. So real-world solutions make a clever optimization. While that process is great in theory, it’s incredibly time-consuming, as most rays don’t hit anything we’re interested in, and other rays can bounce around nearly indefinitely. The tracing process continues until the rays leave the scene. The light, which may have picked up a different color from reflecting off the object, is then traced further, using multiple rays that simulate the reflected light - thus the term ray tracing. At each surface, the properties of the light are combined with the properties of the material it’s striking, and of course, the angle at which it intersects. Theoretically, ray tracing involves casting rays from each light source in a scene, generating (usually randomly) light rays from it, and following them as they hit and are reflected off surfaces.
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