neil3d / 50yearsofraytracing
以历史的发展的眼光来看光线追踪技术,1968年至2018年重点论文相关算法复现。
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50 Years of Ray Tracing
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
文章列表
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 |
工程配置
- 安装 vcpkg 及依赖库
- VSCode 配置
Ray Casting - Arthur Appel, 1968
- [x] Resolve visibility & depth
- [x] Lambertian shading
- [x] Sharp shadow
Recursive Ray Tracing - Turner Whitted, 1980
- [x] Blinn–Phong shading
- [x] Reflection
- [x] Refraction
Distributed Ray Tracing - Robert Cook et al., 1984
- [x] Soft shadow
- [x] Depth of field
- [x] Glossy reflection
- [x] Motion blur
Path Tracing - James Kajiya, 1986
- [x] Monte Carlo Direct lighting
- [x] Indirect lighting with Russian Roulette termination
- [x] Next Event Estimation
Analytic Direct Lighting - Arvo 1995
Multiple Importance Sampling - Eric Veach et al., 1995
- [ ] TODO
- [ ] Phong Importance Sampling
- [ ] Distant Environment Lighting
- [ ] Importance Sampling GGX
My Ray Tracing Kit
- [x] Cross platform: MacOS, Windows 10
- [x] Multi-threaded rendering
RTKit1
- [x] Scene object instancing
- [x] Triangle mesh with BVH
RTKit2
- Towards Physically-based Rendering
- Embree for intersection
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