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Ray Tracing vs. Path Tracing: A Complete Comparison

Ray tracing and path tracing are two of the most advanced lighting simulation techniques used today to create stunningly realistic computer graphics imagery and visual effects in films, video games, and more. But what exactly sets them apart? This in-depth guide breaks down the key differences between these complex rendering methods.

A Brief History

Ray tracing has been around since 1968 when Arthur Appel first conceptualized using it to render 3D imagery. The basic technique traces the path of simulated light rays through a scene, simulating the physics of real world light.

Path tracing emerged later in 1986 through the work of James Kajiya. It built upon the ray tracing approach using a specific Monte Carlo based integration technique to better approximate the true behavior of light in the real world.

So while ray tracing set the foundation, path tracing advanced the approach further with a more rigorous mathematical model backing the light simulations. But both played crucial roles pioneering what‘s now possible in photoreal computer graphics.

How They Work

Both ray tracing and path tracing work by simulating rays of light and tracing their paths as they propagate and interact with objects in a virtual 3D environment.

Ray tracing specifically traces singular rays emitted from the camera through each pixel of the image plane out into the scene. When a ray intersects with an object, additional secondary rays may spawn off in other directions based on the material properties. This simulates light bouncing off reflective and transparent surfaces. By intelligently tracing rays this way, ray tracing can accurately simulate visual effects like reflections, refractions, shadows, and more.

Path tracing takes a more robust Monte Carlo approach. Instead of tracing singular rays per pixel, it randomly traces many rays in various directions through each pixel. The rays spawn recursively off surfaces, ultimately landing on and gathering color information from light sources. This stochastic approach over many ray paths better approximates the entire light transport in a scene.

So in summary:

  • Ray tracing: Traces singular rays smartly, simulating visual light effects.
  • Path tracing: Traces many random rays to simulate realistic global light transport.

Key Difference 1: Rays Per Pixel

As mentioned above, ray tracing typically shoots one ray per pixel while path tracing will trace multiple rays (often hundreds or thousands) for each pixel.

This directly impacts the image quality – a higher sampling rate of random rays (as with path tracing) reduces unwanted visual noise in the final image. As graphics pioneer Turner Whitted once remarked:

"Stochastic ray tracing is simpler and gives better results for the same amount of computation”

So by firing many more rays and accumulated their results, path tracing can achieve smoother, less grainy scene renders.

Key Difference 2: Reflections and Refractions

Due to its smart singular ray approach, ray tracing has traditionally handled specular reflections exceptionally well. By intelligently tracing reflection rays off mirrored surfaces, it can credibly simulate reflective objects like chrome and glass.

Similarly for refraction, ray tracing is well suited to handle transparent materials like glass and water. By calculating reflection and transmission rays based on the material‘s index of refraction, believable see-through effects are possible.

Path tracing by contrast has generally struggled more with perfect speculars. Unless an impractically high number of rays are traced, glossy reflections and refractions can appear noisy compared to simple ray tracing. More advanced bidirectional path tracing techniques help mitigate this issue, but it remains a relative disadvantage of the core approach.

Key Difference 3: Performance and Noise

The brute force nature of path tracing, sending large volumes of rays pseudo-randomly through scenes, incurs heavy computational expenses. It also leads to increased noise as light contributions from shorter paths can vary greatly sample to sample before longer light paths converge on an accurate final value.

Comparatively, selective single ray tracing better targets key light interactions needing simulation, saving valuable ray casting resources. This allows similar visual fidelity at faster rendering speeds, albeit sometimes missing out on the more complete global illumination view path tracing offers.

Hybrid rendering techniques combining both — for example using ray tracing for hard reflections/refractions and path tracing for diffuse lighting — represent the state of the art today, harnessing the strengths of both approaches.

Pros and Cons Summary

Ray Tracing Path Tracing
Pros – Fast performance with optimized ray usage
– Clean specular reflections/refractions
– Computationally cheaper
Cons
– Can miss out on global illumination
– Struggles with dense/complex geometry
– Slow to converge
– Noisy without lots of rays
– Caustics simulation still limited

Which is Better Overall?

There‘s no universally "superior" technique — it depends on the specific use case and priorities around rendering speed, accuracy, image fidelity, and capabilities needed.

For applications like video games that demand real-time speeds, ray tracing strikes the best balance today. For photorealistic movie CGI where time is less important than visual quality, path tracing may edge out ray tracing.

But it‘s why combining these technologies together gives artists incredible flexibility; ray tracing can efficiently cover certain "must-have" visuals, while path tracing fills in the rest of the scene realism.

As computer power and algorithms continue advancing, the lines between these two techniques will increasingly blur. But what won‘t change is the foundational role both ray tracing and path tracing played in digitally simulating the astonishingly complex behavior of light itself.