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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 - Math and this episode
5:03 - Lines and rays
11:45 - Spheres and circles
17:23 - How this relates to ray tracing
19:23 - How do we find intersection points?
23:50 - Quadratic equations
28:22 - Solving the equation
29:16 - Using the discriminant to see if there are intersections
32:32 - Finding exact intersection points
35:53 - Validating our result
36:37 - Next steps and homework
This video is sponsored by Brilliant.
#RayTracing