Ray ThinLens::GenerateRay(const Vec2f& uv, float time) { Vec3f Q = _FocalPlanePoint(uv); return Ray(Vec3f::Zero(), Q.GetNormalized(), time); }
Ray PinholeLens::GenerateRay(const Vec2f& uv, float time) { Vec3f Q = _ImagePlanePoint(uv); return Ray(Vec3f::Zero(), Q.GetNormalized(), time); }