2.1 KiB
2.1 KiB
-
[-] interactive ray tracing
-
introduction post
- introduce ray tracing as a topic
- little bitta history
- assert value of non-rtx ray tracing
- break down upcoming chapters, basically a table of contents
-
[-] what does ray tracing get us?
- global illumination
- real reflection, refraction
- [-] smooth curves
- camera artifacts
- [-] esoteric modelling - relativistic rendering
-
technique fundamentals
- introduce other resources
- ray tracing in one weekend
- unity gpu compute
- dans opengl compute post
- constraints for interactivity
- 1spp
- necessary invalidation of accumulated samples for example when the camera moves, or moving objects
- anatomy of a trace: taking a sample from a scene
- pinhole camera model
- screen as view plane
- constructing rays
- camera jitter
- introduce other resources
-
optics
- camera
- aperture
- focus
- shutter
- camera
-
acceleration
- constructing a g-buffer
- depth importance sampling
- linearly blending frames
-
relativistic ray tracing
- c-ship
- model to describe aberration of light
- doppler and searchlight effects
- colour spaces
-
-
[-] orbits
- intro
- keplerian orbits
- ellipses
- getting the eccentric anomaly
- newton's method
- binary search
- calculating the true anomaly
- orbital state vectors
- transfer orbits
- hohmann
- brachistocrone
-
set up a git server w ssh
-
real-time operating systems