情境
This flowchart models a real-time ray tracing rendering pipeline tailored for architectural interior walkthroughs featuring complex materials like glass and metal, handling reflections, refractions, and shadowing.
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看懂背後的決策。
01
Choosing material type (diffuse, glass, metal) for each intersection
02
Determining whether to trace an indirect bounce based on depth limit
03
Checking if all pixels have been processed
When designing or explaining a real-time rendering engine, game engine, or architectural visualization system that uses ray tracing with physically-based material handling.