säteensekvenssiray
Säteensekvenssiray, often shortened to SSR, refers to a rendering technique used in computer graphics to simulate global illumination effects. It works by tracing light rays from the camera into the scene. When a ray intersects an object, it can be reflected, refracted, or absorbed. The SSR algorithm then traces new rays from the intersection point to simulate these interactions.
This process allows for the realistic depiction of indirect lighting, specular reflections, and refractions that would
The complexity of SSR lies in managing the potentially vast number of rays that need to be
SSR is widely used in video games and other real-time rendering applications to enhance visual fidelity. It