46 lines
1.5 KiB
Markdown
46 lines
1.5 KiB
Markdown
* [-] interactive ray tracing
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* [x] introduction post
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* [x] introduce ray tracing as a topic
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* [x] little bitta history
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* [x] assert value of non-rtx ray tracing
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* [x] break down upcoming chapters, basically a table of contents
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* [-] what does ray tracing get us?
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* [ ] global illumination
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* [ ] real reflection, refraction
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* [-] smooth curves
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* [ ] camera artifacts
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* [-] esoteric modelling - relativistic rendering
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* [ ] technique fundamentals
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* [ ] introduce other resources
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* [ ] ray tracing in one weekend
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* [ ] unity gpu compute
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* [ ] dans opengl compute post
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* [ ] constraints for interactivity
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* [ ] 1spp
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* [ ] necessary invalidation of accumulated samples for example when the camera moves, or moving objects
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* [ ] anatomy of a trace: taking a sample from a scene
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* [ ] pinhole camera model
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* [ ] screen as view plane
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* [ ] constructing rays
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* [ ] camera jitter
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* [ ] optics
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* [ ] camera
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* [ ] aperture
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* [ ] focus
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* [ ] shutter
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* [ ]
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* [ ] acceleration
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* [ ] constructing a g-buffer
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* [ ] depth importance sampling
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* [ ] linearly blending frames
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* [ ] relativistic ray tracing
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* [ ] c-ship
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* [ ] model to describe aberration of light
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* [ ] doppler and searchlight effects
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* [ ] colour spaces
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