doodletracing
Glass and mirrored spheres on a chequered floor under a soft light, casting crisp shadows and clear reflections
AI-generated image, not a photograph of a real person or place.

HOW COMPUTERS DRAW LIGHT

Follow the light,
one ray at a time.

Every pixel asks one question: what would I see?

Ray tracing follows the path of light through a scene as it bounces off objects. The idea is old: a 1525 woodcut shows an artist plotting a lute point by point with a taut string. Computers now do the same, over and over, for every pixel.

ONE RAY per question

Meet the rays

THE SHORT ANSWER

Work backwards
from the eye.

Light in the real world travels from lamps to eyes.
A ray tracer usually runs the journey in reverse.

THE IDEA

A string for every point

Dürer's 1525 manual shows a draughtsman using a strong thread from a point on the wall to a lute, marking where it crosses a frame.

Meet the rays

THE METHOD

Rays from the camera

Most renderers send viewing rays from the camera into the scene to find what is visible at each pixel, then check the light at that point.

Step by step

THE COST

Hours for two spheres

In 1986, path tracing a picture of two spheres took 7 hours on a computer that cost roughly $280,000 when new.

See the numbers
A computer monitor in a dim studio showing a half-finished render of a room, with grainy and smooth areas side by side
AI-generated image, not a photograph of a real person or place.

HOW A RAY TRACER WORKS

Four steps
for every pixel.

Every ray tracer simulates at least cameras, ray and object intersections, light sources, visibility and how light scatters at surfaces. In outline, each pixel goes through these steps.

  1. Shoot a camera ray

    Send a ray from the eye through the pixel, as if the screen were the film of a pinhole camera.

  2. Find the nearest hit

    Work out where the ray meets each object and keep the closest, with its surface direction and material.

  3. Check each light

    Send a shadow ray towards every light. A light counts only if nothing blocks the path.

  4. Bounce if shiny

    For mirrors and glass, trace a reflected or transmitted ray and add what it finds.

TWO NUMBERS WORTH KNOWING

Slow by hand,
slow by machine.

Tracing rays has always taken patience,
whether with string or with silicon.

7 hours

To render two spheres in 1986

When Kajiya introduced path tracing in 1986, an image of two spheres took 7 hours on an IBM 4341, a computer that cost roughly $280,000 when first released.

PATH TRACING · PBR BOOK

2 people

People needed to plot each point

When the University of Melbourne's print collection rebuilt Dürer's lute device, each point needed at least two people to plot, and the slightest movement spoiled the drawing.

DÜRER'S DEVICE · UNIV. OF MELBOURNE

The Physically Based Rendering authors quote Blinn's law: as technology advances, rendering time remains constant, because artists use extra computing power for more complex scenes.

MEET THE RAYS

Which ray does
which job?

Pick a kind of ray to see what it is for. The bar shows how far along the process it is traced, from the first ray out of the camera to rays that bounce on.

Ray check

Choose a ray
Camera rayWhat is visible?

Also called a primary or visibility ray. It goes from the eye through a pixel and finds the closest object it hits.

Shadow rayIs it lit?

From the point that was hit, a ray is sent towards each light. If something blocks it, that point is in shadow.

Reflection rayWhat does it reflect?

On a shiny surface the ray is reflected about the surface normal and traced again, so the mirror shows the scene around it.

Transmitted rayWhat is behind?

For transparent objects such as glass, a ray is traced on through the surface. Early ray-traced pictures loved mirrors and glass balls for this reason.

Sources: Pharr, Jakob and Humphreys, Physically Based Rendering, 4th edition, section 1.2; Scratchapixel, The Raytracing Algorithm in a Nutshell.

Based on Physically Based Rendering (pbr-book.org) and Scratchapixel's introduction to ray tracing.

A wooden drawing frame on a table with a taut string running from a lute to a point on the wall, recreating an old perspective device
AI-generated image, not a photograph of a real person or place.

WHY NOT START AT THE LAMP?

Most light never
reaches the eye.

In nature, light travels from a source and scatters in all directions, and only a tiny fraction of it reaches an eye. Simulating light from the lamp forwards would mean tracing an astronomical number of rays to fill every pixel.

So a ray tracer usually starts at the eye and works back towards the light. Path tracing, introduced in 1986, follows these paths further, bounce by bounce, to capture soft, indirect light.

Questions

Questions people ask

What is ray tracing?

A way of making images by following the path of rays of light through a scene as they hit and bounce off objects. The Physically Based Rendering book calls it conceptually a simple algorithm.

Why do rays start from the camera?

Scratchapixel explains that of all the light leaving a lamp, only a tiny fraction reaches the eye. Starting from the eye means only the rays that matter for the picture are traced.

What is a shadow ray?

A ray sent from a point on a surface towards a light. If another object blocks it, the point is in shadow from that light.

Who first used ray tracing for lighting effects?

The PBR book says Turner Whitted's 1980 paper introduced ray tracing for global lighting effects, producing images unlike any seen before, often of mirrors and glass balls.

What did Dürer have to do with it?

His 1525 manual on measurement includes a woodcut of a draughtsman plotting a lute with a taut thread from a point on the wall, recording where it crosses a frame, one point at a time.

Sources

  1. Pharr, Jakob and Humphreys, Physically Based Rendering (4th ed.): A brief history of physically based rendering
  2. Physically Based Rendering (4th ed.): Photorealistic rendering and the ray-tracing algorithm
  3. Scratchapixel: The raytracing algorithm in a nutshell
  4. The Fitzwilliam Museum: Dürer, Draughtsman drawing a lute (woodcut, 1525)
  5. University of Melbourne Archives and Special Collections: Finding Dürer's Perspective

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