How Ray Casting and Sphere Intersection Works // Ray Tracing Series
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Support on Patreon ►
Discord (#raytracing-series) ►
Source code ►
🧭 FOLLOW ME
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📚 RESOURCES (in order of complexity)
🟢 Ray Tracing in One Weekend series ►
🟡 Scratch a Pixel ►
🔴 Physically Based Rendering: From Theory to Implementation ►
💾 SOFTWARE you’ll need installed to follow this series
Visual Studio 2022 ►
Git ►
Vulkan SDK ►
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! ❤️
CHAPTERS
0:00 - Intro
2:28 - Setup in Hazel
3:37 - Casting rays
7:51 - Visualizing ray direction
9:43 - Visualizing sphere intersection
14:36 - Calculating and visualizing sphere hit coordinates
18:35 - Calculating normals
21:43 - Lighting
24:23 - Visualizing rays and hit points
25:22 - Only evaluating one solution
25:56 - The effect of normalisation
27:35 - To normalize or not to normalise
29:32 - Some notes about optimization
This video is sponsored by Brilliant.
#RayTracing
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