I made a better Ray-Tracing engine

I made a better Ray-Tracing engine

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I made a better Ray-Tracing engine
Two years ago, I showed you how I created a simple ray-tracer from scratch. This is my attempt at improving my first version and showing you how I did it! ► My new Discord server: https://discord.gg/FJqqvqHaZS ► My first Ray-tracing attempt: https://youtu.be/lKIytgt3KXM ► Source code: https://github.com/carl-vbn/opengl-raytracing ► Valuable resources: - OpenGL tutorials: https://learnopengl.com/ - Ray-tracing blog post: http://three-eyed-games.com/2018/05/03/gpu-ray-tracing-in-unity-part-1/ - ImGUI Library: https://github.com/ocornut/imgui - TheCherno's Bloom video: https://youtu.be/tI70-HIc5ro 🎵 Music from Epidemic Sound, register with my link to support the channel and get a discount: https://www.epidemicsound.com/referral/tgmxaf Detailed description: In this video, I explain how I created a ray tracing engine in C++ using OpenGL. Raytracing is a rendering algorithm that can be used to generate photorealistic images with nice shadows and reflections. The technology has recently been made accessible to many when NVIDIA announced their RTX graphics cards. I successfully implemented lighting, soft shadows, ray-traced global illumination, progressive rendering, reflections and more. Chapters: 0:00 - Intro 1:23 - GPU acceleration 2:06 - Ray-tracing recap 3:10 - Direct illumination 4:37 - First result 4:42 - Soft shadows 5:20 - New result 5:39 - User interface 6:27 - Indirect illumination 8:18 - Progressive rendering 9:42 - Reflections 10:24 - Skybox 10:51 - Recursion problem 13:50 - Anti-aliasing 14:33 - Bloom 15:24 - Final results & conclusion #Raytracing #OpenGL