By Peter Shirley
Within the prior ray tracing mini-books, the reader was once led via creating a easy ray tracer, and no photos heritage was once assumed. This quantity extends from the 1st yet makes use of terminology and math that would aid access into the pro international of reasonable rendering.
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Extra resources for Ray Tracing: The Rest Of Your Life
Clean abstractions are what programming is all about! If you want to do movie renderers, look at the papers out of studios and Solid Angle. They are surprisingly open about their craft. If you want to do high-performance ray tracing, look first at papers from Intel and NVIDIA. Again, they are surprisingly open. If you want to do hard-core physically-based renderers, convert your renderer from RGB to spectral. I am a big fan of each ray having a random wavelength and almost all of the RGBs in your program turning into floats.
In graphics, we often have functions we can evaluate but can’t write down explicitly, or functions we can only probabilistically evaluate. That is in fact what the ray tracing color() function of the last two books is-- we don’t know what color is seen in every direction, but we can statistically estimate it in any given dimension. One problem with the random program we wrote in the first two books is small light sources create too much noise because our uniform sampling doesn’t sample the light often enough.
Again, they are surprisingly open. If you want to do hard-core physically-based renderers, convert your renderer from RGB to spectral. I am a big fan of each ray having a random wavelength and almost all of the RGBs in your program turning into floats. It sounds inefficient, but it isn’t! Regardless of what direction you take, add a glossy BRDF model. There are many to choose from and each has its advantages. Finally, please send me your images and fixes and complaints! I will maintain links to further reading etc.