Главная
Study mode:
on
1
Intro
2
Cameras and Rays
3
The Pixel Shader
4
Drawing a Sphere
5
Multiple Spheres, and Colour!
6
Two Types of Reflections
7
Experimenting with Randomness
8
Random Hemisphere Directions
9
The Trace Function
10
Testing Lights
11
Chair Thief
12
Progressive Rendering
13
A Simple Sky
14
Lambert’s Cosine Law
15
Cosine Weighted Rays
16
Triangles
17
Some Tests
18
Specular Reflections
19
Tomatoes and Glossiness
20
Blur and Anti-Aliasing
21
Depth of Field
22
The End
Description:
Embark on a 38-minute coding adventure exploring the creation of a custom ray/path tracing renderer. Dive into the world of mathematics, shaders, and even cats as you learn to implement various ray tracing techniques using C# and HLSL within the Unity game engine. Begin with the basics of cameras and rays, progress through pixel shaders and sphere rendering, and advance to more complex concepts like multiple object rendering, reflections, and randomness. Discover the intricacies of progressive rendering, sky simulation, and Lambert's Cosine Law. Experiment with triangles, specular reflections, and glossiness effects. Finally, enhance your renderer with blur, anti-aliasing, and depth of field techniques. This comprehensive tutorial provides a hands-on approach to understanding and implementing ray tracing, suitable for both beginners and experienced programmers interested in computer graphics and rendering techniques.

Coding Adventure: Ray Tracing

Sebastian Lague
Add to list
0:00 / 0:00