Original Post
I''m thinking about writing a series of ray tracing articles and I want to see if there is interest out there. I know that it isn''t really related to game programming, but it is usually used in making cut scenes, so I think it has some relavence.
The articles will focus on the theory and implementation of the topics. The ray tracer being designed will be, first, flexible and precise, and then designed for efficiency. This means if I will show speed ups that have no noticible effect on the final rendered picture. The whole idea is to get the bext looking picture as quick as possible (no where close to real time).
But, anyways, heres a rough plan for the first few articles:
1) Basic Raytracing
- Intro to Raytracing
- Phong Shading with refraction and shadowing (Point Lights)
- Object Intersection (Sphere, Plane, Constructive Solid Geometry, Polynomials)
- Very basic optimizations
2) Distributed Raytracing
- Soft Shadows (Area lights)
- AntiAliasing (Adaptive and normal jittered)
- Motion Blur
- Diffuse Reflection (Maybe)
- Depth of Field
3) Shading Models
- Introduction to Local Illumination (BRDFs)
- More in-depth view of phong shading
- Anisotropic Shading models (Schlick)
- Other Shading Models (Maybe)
- Solid Texturing
- Bump Mapping
From there, if there is enough interest, I would make a global illumination article with emphasis on Photon Mapping.
The articles will assume basic knowledge of the math behind matrices and vectors. I WILL NOT explain things such as dot products and Transformations.
With each article will be an implemented version of theray tracer with the features in that article.
Let me know if you think its a good idea for an article. Any comments or suggestions are also appreciated.
LinaInverse2010