blog/todo.md

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
    • 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
  • [-] 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