Adding an Interactive 3D Camera System // Ray Tracing series

Visit to get started learning STEM for free, and the first 200 people will get 20% off their annual premium subscription. AMAZING place to learn all the math you’ll need for this series! Support on Patreon ► Discord (#raytracing-series) ► Source code ► 🧭 FOLLOW ME Instagram ► Twitter ► Twitch ► Learn C with my series ► 📚 RESOURCES (in order of complexity) 🟢 Ray Tracing in One Weekend series ► 🟡 Scratch a Pixel ► 🔴 Physically Based Rendering: From Theory to Implementation ► 💾 SOFTWARE you’ll need installed to follow this series Visual Studio 2022 ► Git ► Vulkan SDK ► CHAPTERS 0:00 - How 3D cameras work 6:08 - Updating the Walnut git submodule 6:42 - The Camera class 16:36 - Calculating and caching per-pixel ray directions 19:39 - Using the Camera class in our Ray Tracing application 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 renderer as efficient as possible. We’ll eventually switch to using the GPU instead of the CPU (using Vulkan) to run our ray tracing algorithms, as this will be much faster that using the CPU. This will also be a great introduction to leveraging the power of the GPU in the software you write. All of the code episode-by-episode will be released, and if you need help check out the #raytracing-series channel on my Discord server. I’m really looking forward to this series and I hope you are too! ❤️ This video is sponsored by Brilliant. #RayTracing
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