Introducing the Ray Tracing Pipeline // Ray Tracing series
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AI Design Tools70%
Keep exploring at https://brilliant.org/TheCherno/ Get started for free, and hurry—the first 200 people get 20% off an annual premium subscription. AMAZING place to learn all the math you'll need for this series!
Support on Patreon ► https://patreon.com/thecherno
Discord (#raytracing-series) ► https://discord.gg/thecherno
Source code ► https://github.com/TheCherno/RayTracing
🧭 FOLLOW ME
Instagram ► https://instagram.com/thecherno
Twitter ► https://twitter.com/thecherno
Twitch ► https://twitch.tv/thecherno
Learn C++ with my series ► https://www.youtube.com/watch?v=18c3MTX0PK0&list=PLlrATfBNZ98dudnM48yfGUldqGD0S4FFb
📚 RESOURCES (in order of complexity)
🟢 Ray Tracing in One Weekend series ► https://raytracing.github.io
🟡 Scratch a Pixel ► https://scratchapixel.com
🔴 Physically Based Rendering: From Theory to Implementation ► https://amzn.to/3y2bGK7
💾 SOFTWARE you'll need installed to follow this series
Visual Studio 2022 ► https://visualstudio.microsoft.com
Git ► https://git-scm.com/downloads
Vulkan SDK ► https://vulkan.lunarg.com
CHAPTERS
0:00 - Restructuring our code to behave like the ray tracing pipeline
4:25 - PerPixel / RayGen function
6:24 - TraceRay function and payloads
7:50 - ClosestHit function
8:36 - Miss function
9:16 - Other shaders in the GPU Ray Tracing pipeline
11:07 - Implementing the functions
11:50 - Implementing PerPixel
13:42 - Changing our TraceRay function
17:00 - Implementing ClosestHit
20:07 - Shading in our PerPixel function
21:16 - Implementing our Miss function
22:34 - The result
23:15 - Testing our pipeline with a reflection ray
27:10 - Ignoring negative hit distances
Welcome to the exciting new Ray Tracing Series! Ray tracing is very common technique for generating photo-realistic digital imagery, which is exactly what we'll be doing in this series. Aside from learning all about ray tracing and the math to goes into it, as well as how to implement it, we'll also be focusing on performance and optimization in C++ to make our r
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3D Game Programming - Episode 1 - Window
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3D Game Programming - Episode 2 - Game Loop
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3D Game Programming - Episode 3 - Arrays
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3D Game Programming - Episode 4 - Drawing Pixels!
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3D Game Programming - Episode 4.5 - How Rendering Works
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3D Game Programming - Episode 5 - Playing with Pixels!
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3D Game Programming - Episode 6 - Performance Boosting
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3D Game Programming - Episode 7 - FPS Counter
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3D Game Programming - Episode 11 - Rotation
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3D Game Programming - Episode 12 - User Input
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3D Game Programming - Episode 13 - Render Distance Limiter!
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3D Game Programming - Episode 14 - Basic Mouse Movement
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3D Game Programming - Episode 15 - Textures + More!
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3D Game Programming - Episode 16 - Walking, Crouching, Sprinting + More
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3D Game Programming - Episode 16.5 - Exporting Runnable Jars
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3D Game Programming - Episode 17 - Small Adjustments + Birthday!
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3D Game Programming - Episode 17.5 - Creating an Applet
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3D Game Programming - Episode 18 - The Beginning of Walls
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3D Game Programming - Episode 18.1 - A Few More Things
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Episode 18.5 - Creating an EXE File in Java
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3D Game Programming - Episode 19 - Rendering Walls
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3D Game Programming - Episode 20 - Continuing Walls, Fixing Bugs, and Managing Crashes
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3D Game Programming - Episode 21 - Texturing Walls, Fixing Clipping, and Fixing the Mouse
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3D Game Programming - Episode 22 - Random Level Generator + Properly Fixing Clipping
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3D Game Programming - Episode 23 - Graphical User Interface (GUI) Launcher
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3D Game Programming - Episode 24 - Making Our Launcher Work
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3D Game Programming - Episode 25 - Writing and Reading Files
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3D Game Programming - Episode 26 - Custom Resolutions
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3D Game Programming - Episode 27 - Decorating the Launcher
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3D Game Programming - Episode 28 - Continuing our Custom Launcher!
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3D Game Programming - Episode 29 - Launching The Game
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3D Game Programming - Episode 30 - Colour Processing In-Depth
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3D Game Programming - Episode 31 - Sprites!
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3D Game Programming - Episode 32 - Sprite Mapping
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3D Game Programming - Episode 33 - High Resolution Rendering
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3D Game Programming - Episode 34 - Entities
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Game Programming - Episode 7 - Buffered Image and Rasters
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Game Programming - Episode 8 - The Screen Class
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Game Programming - Episode 9 - Rendering Pixels
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Game Programming - Episode 10 - Clearing the Screen
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Game Programming - Episode 11 - "Out of Bounds, Baby!"
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Game Programming - Episode 12 - Negative Bounds
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Game Programming - Episode 13 - Timer
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Game Programming - Episode 14 - FPS Counter
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Episode 15 - Tiles
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Game Programming - Episode 16 - The Map
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The Walls 2 - Minecraft PvP Survival Map
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Game Programming - Episode 17 - Key Input
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Game Programming - Episode 18 - Controlling The Map
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Chapters (15)
Restructuring our code to behave like the ray tracing pipeline
4:25
PerPixel / RayGen function
6:24
TraceRay function and payloads
7:50
ClosestHit function
8:36
Miss function
9:16
Other shaders in the GPU Ray Tracing pipeline
11:07
Implementing the functions
11:50
Implementing PerPixel
13:42
Changing our TraceRay function
17:00
Implementing ClosestHit
20:07
Shading in our PerPixel function
21:16
Implementing our Miss function
22:34
The result
23:15
Testing our pipeline with a reflection ray
27:10
Ignoring negative hit distances
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Tutor Explanation
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