I was wondering if anyone knew how to go about implementing bidirectional ray tracing? I understand you shoot rays from the eye and the light source and calculate what will be rendered by using data from both rays.
I was wondering if anyone knew what to calculate? In terms of ray tracing, when a ray is reflected off an object, it should retain some information about that object. I’ve researched online, and I can’t seem to find a formula to store what information is kept.
I also don’t know how to merge both calculations of the ray information from both the light source and eye. Any information would be greatly appreciated! Or if anyone knows of a good website to refer to where I can learn, please let me know! Thanks in advance!
What do you think this has to do with OpenGL, which is rasterization API, not a ray-tracing API? Do you have an OpenGL-related question?
You’re much more likely to get responses to this question on a ray-tracing list or forum such as the PBRT discuss mailing list or Ompf forums. You’d do well to pick up a copy of the book Physically-based Rendering which describes ray tracing algorithms and techniques in detail.