I made a better Ray-Tracing engine

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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 ...
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: Discord: discord

► My first Ray-tracing attempt: I created my own Ray Tracing Engine f...

► Source code: https://github.com/carl-vbn/opengl-ra...

► Valuable resources:
- OpenGL tutorials: https://learnopengl.com/
- Ray-tracing blog post: http://three-eyed-games.com/2018/05/0...
- ImGUI Library: https://github.com/ocornut/imgui
- TheCherno's Bloom video: Bloom.

🎵 Music from Epidemic Sound, register with my link to support the channel and get a discount:
https://www.epidemicsound.com/referra...

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

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