Coding Adventure: Ray Tracing
I tried creating a custom ray/path tracing renderer. Featuring: maths, shaders, and cats!
This project was written in C# and HLSL, and uses the Unity game engine.
Support my work (and get early access to new videos and source code) on Patreon or Nebula
* Patreon: https://www.patreon.com/SebastianLague
* Nebula: https://go.nebula.tv/sebastianlague
Source Code:
* GitHub: https://github.com/SebLague/Ray-Tracing/tree/Episode01
Credits and References:
* https://raytracing.github.io
* https://blog.demofox.org/2020/05/25/casual-shadertoy-path-tracing-1-basic-camera-diffuse-emissive/
* Music: https://github.com/SebLague/Misc-Project-Info/blob/main/Coding-Adventures/Ray-Tracing.txt
Chapters:
Intro
Cameras and Rays
The Pixel Shader
Drawing a Sphere
Multiple Spheres, and Colour!
Two Types of Reflections
Experimenting with Randomness
Random Hemisphere Directions
The Trace Function
Testing Lights
Chair Thief
Progressive Rendering
A Simple Sky
Lambert’s Cosine Law
Cosine Weighted Rays
Triangles
Some Tests
Specular Reflections
Tomatoes and Glossiness
Blur and Anti-Aliasing
Depth of Field
The End
Education