blog/todo.md

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* [-] interactive ray tracing
* [x] introduction post
* [x] introduce ray tracing as a topic
* [x] little bitta history
* [x] assert value of non-rtx ray tracing
* [x] 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
* [ ] optics
* [ ] camera
* [ ] aperture
* [ ] focus
* [ ] shutter
* [ ]
* [ ] 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