In most implementations, how does the distance between the virtual pinhole and the virtual image plane affect the image? In photography, it would put objects at different distances from the camera in focus. To get this kind of focusing effect in ray tracing would there need to be some math done to adjust how rays interact with the edges of objects at different distances?
This comment was marked helpful 0 times.
ycp
I would imagine that it would affect things such as what is actually seen (for example, none of the yellow/gold circles above would be rendered because they are not visible from the pinhole), brightness of pixels corresponding to circles at varying distances, and other such features. I think your right, there would be math done, and probably to best replicate real life, like your photography example.
This comment was marked helpful 0 times.
benchoi
Some edge effects in ray tracing (e.g. having a smooth instead of jagged edge) can be simulated by taking a large number of samples per pixel. Different samples originating from the same pixel would present an even better case for rays in a packet than rays from adjacent pixels, since locality would be expected to be even better.
In most implementations, how does the distance between the virtual pinhole and the virtual image plane affect the image? In photography, it would put objects at different distances from the camera in focus. To get this kind of focusing effect in ray tracing would there need to be some math done to adjust how rays interact with the edges of objects at different distances?
This comment was marked helpful 0 times.
I would imagine that it would affect things such as what is actually seen (for example, none of the yellow/gold circles above would be rendered because they are not visible from the pinhole), brightness of pixels corresponding to circles at varying distances, and other such features. I think your right, there would be math done, and probably to best replicate real life, like your photography example.
This comment was marked helpful 0 times.
Some edge effects in ray tracing (e.g. having a smooth instead of jagged edge) can be simulated by taking a large number of samples per pixel. Different samples originating from the same pixel would present an even better case for rays in a packet than rays from adjacent pixels, since locality would be expected to be even better.
This comment was marked helpful 0 times.