How Ray Tracing Works
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- Опубликовано: 18 сен 2024
- Ray tracing has been used in CGI for decades, a technique that can be highly optimized but it is still in the process of development in terms of time and rendering resources. Let's dive more into this technique in this video.
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I started out years age with POV Ray, a ray tracer with no modeler. Everything was built with a programming language and the rendering took forever, even on IBM big iron. But for the time it was way cool!
idk if path tracing like cycles is the same, but its superior
In 1660s we discovered that light wasn’t just bouncing particles, but also a wave. So I am no longer excited about RGB pathtracing. The future is Spectral Pathtracing. Weta (Manuka) is the only VFX company using spectral pathtracing!
Infinity way: battle on titan, Endgame: battle on avengers campus rubble, Dawn/War for the planet of the Apes. Why do they look so much more real than all other “modern cg”. 2 words: spectral rendering!
Spectral path tracing still does not model light as waves, rather, it models light as a Spectral Power Distribution (SPD). Wave optics is a technique that renders scenes using light as electromagnetic waves
@@mariovelez578 thank-you for bringing this to my attention! Starting a deep dive on this - so far the best stuff I can find is from researchers with 15 followers (thats how you know it’s cutting edge!)
Very well made video... We definitely need some more informative content like this..... Alsso loved the small intro😂❤
(0:52) "Reflactive" ? Diffuse = Absorbed ? Refractive once ?
Diffuse light is refracted light, but gets scattered almost immediately back out of the surface, which is how it absorbs the diffuse color
i love watching ur vids
Sends rays from his eyes for a living 😂😂😂
Hiiiiii, holaaaa, can you make a video about Blender for Android phone? I was watching some videos using Termux (Linux for Android) and i wanna watch you using blender in Android if you want hehe
Whitted ray tracing.
Shoot ray from camera and at every intersection shoot rays to every light to check shadow.
If surface was reflective or transparent generate reflection/refraction rays and do same to them.
Problem is huge amounts of rays. (And that it didn't generate global illumination.)
Early path tracing was optimization, where you shot ray and followed it's path.
At hit, choose 'randomly' what path to take diffuse/reflection/refraction, shoot a ray to continue path until light is hit.(Or you are read to terminator ray and choose closely light you try to hit.)
This allowed very deep paths, but needs huge amounts of paths per pixel to generate image)
Modern path tracers still follow path, but check visibility to lights during path.(And may be bi directional etc... and much more.)
In simplest form ray tracing is occlusion test between a ray and some other primitive.
It's basically occlusion test from inverse direction to how rasterization does it.
Ray test to primitive instead of primitive test to ray.
3Ds max going to have blackray realtime renderer.