Original Post
I've been developing this ray tracer for oil exploration research for more than a year now. It works fine. But I just wanted to clear something up. Basically the ray tracing algortihm works by "sweeping" the underground layers of terrain with rays of shock waves from an explosive (equivalent to light waves from a light source) 180 by 180 degrees, essentially making it a half sphere. The rays get refracted through each layer and reflect from the lowest layer finally back to the surface according to Snell's law, to be detected by a set number of receptors on the surface. The problem is that the further away the layers are from the explosive, the further apart each ray is from each other. And so the lower layers will receive a lower density of rays than the upper layers closer to the surface and the explosive. To minimize this the best I can do is to make the "sweep step" as small as possible, but the problem remains as the layers below still receive less rays than the upper ones. Is there a way to somehow calculate the reverse of this algorithm so I can part directly from each point at each layer at set U,V intervals (tracing the ray backwards) to the explosive, discarding any rays that don't arrive back at the source?
Bear in mind that this is my first ray tracer, and all the algorithms, including the surface instersection for bezier surfaces, were developed from sratch by myself, with little to no previous research on ray tracing due to time constraints.
Bear in mind that this is my first ray tracer, and all the algorithms, including the surface instersection for bezier surfaces, were developed from sratch by myself, with little to no previous research on ray tracing due to time constraints.