2.2 KiB
2.2 KiB
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[-] interactive ray tracing
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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
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[-] what does ray tracing get us?
- global illumination
- real reflection, refraction
- [-] smooth curves
- camera artifacts
- [-] esoteric modelling - relativistic rendering
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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
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optics
- camera
- aperture
- focus
- shutter
- camera
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acceleration
- constructing a g-buffer
- depth importance sampling
- linearly blending frames
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relativistic ray tracing
- c-ship
- model to describe aberration of light
- doppler and searchlight effects
- colour spaces
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[-] 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
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set up a git server w ssh
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real-time operating systems
- todo lists
- meta af
- nesting them like this is super cool
- todo lists