Overview
Embark on a 38-minute coding adventure exploring the creation of a custom ray/path tracing renderer. Dive into the world of mathematics, shaders, and even cats as you learn to implement various ray tracing techniques using C# and HLSL within the Unity game engine. Begin with the basics of cameras and rays, progress through pixel shaders and sphere rendering, and advance to more complex concepts like multiple object rendering, reflections, and randomness. Discover the intricacies of progressive rendering, sky simulation, and Lambert's Cosine Law. Experiment with triangles, specular reflections, and glossiness effects. Finally, enhance your renderer with blur, anti-aliasing, and depth of field techniques. This comprehensive tutorial provides a hands-on approach to understanding and implementing ray tracing, suitable for both beginners and experienced programmers interested in computer graphics and rendering techniques.
Syllabus
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
Taught by
Sebastian Lague