用代码叙述光线追踪技术对发展历程:从1968年它诞生到2018年实时光线追踪发布
- 以历史的发展的眼光学习光线追踪技术,将其中的一些关键对推进作用对文章找出来,并进行代码实践&练习
- 提供尽量简单,直观的 CPU 算法实现;代码的简单/易理解为首位,不太考虑性能优化
- 使用现代 C++ 编程
- 一个基础库 RTKit
- 1.0 版是完全自己在这个 repo 了一点点写起来的
- 2.0 版将底层改用 Intel Embree 用来进行光线与场景求交
算法名称 | 文件夹 | 作者 | 文章标题 |
---|---|---|---|
Ray Casting | 1968.Appel | Arthur Appel | Some techniques for shading machine renderings of solids |
Recursive Ray Tracing | 1979.Whitted | Turner Whitted | An improved illumination model for shaded display |
Distributed Ray Tracing | 1984.Cook | Robert Cook et al. | Distributed ray tracing |
Path Tracing | 1986.Kajiya | James Kajiya | The rendering equation |
Bidirectional Light Transport | 1994.Veach.BDPT | Eric Veach | Bidirectional Estimators for Light Transport |
Analytic Direct Lighting | 1995.Arvo | James Richard Arvo | Analytic Methods for Simulated Light Transport |
Multiple Importance Sampling | 1995.Veach.MIS | Eric Veach et al. | Optimally Combining Sampling Techniques for Monte Carlo Rendering |
Photon Mapping | 1996.Henrik | Henrik Wann Jensen | Global Illumination using Photon Maps |
Monte Carlo Direct Lighting | 1996.Shirley | Peter Shirley et al. | Monte Carlo Techniques for Direct Lighting Calculations |
Metropolis Light Transport | 1997.Vaech.MLT | Eric Veach & Leonidas Guibas | Metropolis Light Transport |
- 安装 vcpkg 及依赖库
- VSCode 配置
- Resolve visibility & depth
- Lambertian shading
- Sharp shadow
- Blinn–Phong shading
- Reflection
- Refraction
- Soft shadow
- Depth of field
- Glossy reflection
- Motion blur
- Monte Carlo Direct lighting
- Indirect lighting with Russian Roulette termination
- Next Event Estimation
- TODO
- Phong Importance Sampling
- Distant Environment Lighting
- Importance Sampling GGX
- Cross platform: MacOS, Windows 10
- Multi-threaded rendering
- Scene object instancing
- Triangle mesh with BVH
- Towards Physically-based Rendering
- Embree for intersection