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Whittedstyle

Whittedstyle, or Whitted-style ray tracing, is a deterministic rendering algorithm introduced by Turner Whitted in 1980. It extends basic ray casting by recursively tracing rays to model reflection and transmission, enabling accurate rendering of mirror-like surfaces and transparent materials. Local illumination is typically computed using a shading model such as Phong, with shadow rays used to determine visibility to light sources.

In operation, a ray is cast from the camera into the scene and stops at the first

Whitted-style ray tracing excels at producing sharp, accurate reflections and refractions and crisp shadows. It is

Historically, Whitted-style ray tracing was foundational in computer graphics and influenced many later rendering systems. It

surface
intersection.
The
surface
color
and
material
properties
determine
the
local
illumination;
if
the
material
is
reflective,
a
reflection
ray
is
spawned
and
traced,
and
if
it
is
transparent,
a
refraction
ray
is
spawned
as
well.
Each
spawned
ray
is
traced
to
a
limited
depth,
and
its
contribution
is
accumulated.
For
each
light
source,
a
shadow
ray
is
cast
to
test
visibility;
if
blocked
by
another
object,
the
light's
contribution
is
omitted.
deterministic
and
straightforward
to
implement
but
computationally
intensive,
especially
with
high
recursion
depths.
It
does
not,
by
itself,
compute
global
illumination
or
soft
shadows
or
caustics;
such
effects
typically
require
extensions,
such
as
radiosity
techniques,
photon
mapping,
or
stochastic
sampling.
remains
a
baseline
technique
for
teaching
ray
tracing
and
for
production
work
where
specular
phenomena
are
important,
serving
as
a
reference
implementation
and
a
practical
option
for
high-fidelity
imagery.