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Source code โบ https://github.com/TheCherno/RayTracing
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๐ RESOURCES (in order of complexity)
๐ข Ray Tracing in One Weekend series โบ https://raytracing.github.io
๐ก Scratch a Pixel โบ https://scratchapixel.com
๐ด Physically Based Rendering: From Theory to Implementation โบ https://amzn.to/3y2bGK7
๐พ SOFTWARE you'll need installed to follow this series
Visual Studio 2022 โบ https://visualstudio.microsoft.com
Git โบ https://git-scm.com/downloads
Vulkan SDK โบ https://vulkan.lunarg.com
Welcome to the exciting new Ray Tracing Series! Ray tracing is very common technique for generating photo-realistic digital imagery, which is exactly what we'll be doing in this series. Aside from learning all about ray tracing and the math to goes into it, as well as how to implement it, we'll also be focusing on performance and optimization in C++ to make our renderer as efficient as possible. We'll eventually switch to using the GPU instead of the CPU (using Vulkan) to run our ray tracing algorithms, as this will be much faster that using the CPU. This will also be a great introduction to leveraging the power of the GPU in the software you write. All of the code episode-by-episode will be released, and if you need help check out the #raytracing-series channel on my Discord server. I'm really looking forward to this series and I hope you are too! โค๏ธ
CHAPTERS
0:00 - Lighting and shading in rendering
6:21 - Using floats for colors
12:07 - Why use floats instead of ints for colors?
12:52 - Finding our sphere hit coordinates
17:08 - Closest intersection point
19:40 - Using color to visualize numbers
21:02 - How lighting and shading works
22:45 - Calculating lighting using normal vectors
25:34 - Visualizing normals better
27:00 - Using math to calculate lighting and shade our sphere
This video is sponsored by Brilliant.
#RayTracing