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Introducing the Ray Tracing Pipeline // Ray Tracing series 

The Cherno
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15 сен 2024

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Комментарии : 84   
@TheCherno
@TheCherno Год назад
Head on over to brilliant.org/TheCherno to learn all of the math you’ll need and support this series! First 200 people will get 20% off their annual premium subscription ❤
@TeeTeeNet
@TeeTeeNet Год назад
It seems like the discount is not being applied properly. Regularly it’s £7.99/month for annual, but following your link Brilliant claims the regular price to be £8.75/month for annual and offers a discounted rate of £6.99.
@beterax
@beterax Год назад
I love how deep you go into these concepts. Your videos are better than my university courses on cpp.
@vladkoschenko2099
@vladkoschenko2099 Год назад
It’s quite rare that you have a professional in some field also be a good teacher. These two things are rarely compatible but The Cherno manages it quite well👏
@nielsbishere
@nielsbishere Год назад
I'm happy you're introducing new people into this field 👌
@jacquev6
@jacquev6 Год назад
This series is getting better and better. Thanks a lot for taking the time to do this!
@squelchedotter
@squelchedotter Год назад
Heck yes, my favorite series!
@wildpaco26
@wildpaco26 Год назад
I'd absolutely love a video talking about memory managing, padding, pools of memory, stacks... I struggle a lof deciding which things to heap allocate and how to manage their lifetime and fragmentation
@dragonscode0832
@dragonscode0832 Год назад
Could you make a review on Godot Game engine source code, it's architecture, techniques that they are using etc? Looking you reading other people's code is really exciting.
@samansamani4477
@samansamani4477 Год назад
man it was awesome thank you the only thing that I can say is you make C++ coding enjoyable.
@first9279
@first9279 Год назад
First thing, I love this series so much!!!!!!
@bishboria
@bishboria Год назад
I think I must have missed this episode originally… Anyway, rewatching all of them as I'd like to pick ray tracing back up as a side project. And one year later I managed to work out how to get Vulkan to run on a mac 😂
@Basel-ll8fj
@Basel-ll8fj Год назад
Amazing work, very detailed and you make it easy to unterstand 🌹🌹
@unveil7762
@unveil7762 Год назад
This is like a raymarcher with ray tracing. In CPU!!! You crazy guy!!! Love it!!! Looking forward to see the vulkan one!!!
@R4ngeR4pidz
@R4ngeR4pidz Год назад
18:00 that's not even just subjective, it's more efficient for cache and allows vectorizing these computations for multiple pixels at once
@affepaffe420
@affepaffe420 Год назад
Will you teach us how to impliment bvh algorithm and how to import custom 3d models?
@oamioxmocliox8082
@oamioxmocliox8082 Год назад
;)
@mr.mirror1213
@mr.mirror1213 Год назад
yes
@DV-ye6xb
@DV-ye6xb Год назад
i would really love to learn that 😃
@ahmedel-mahrouky5913
@ahmedel-mahrouky5913 Год назад
BROTHER, YOU ARE THE BEST!!! You oooh really helped me!! THANK YOU VERY
@youhackforme
@youhackforme Год назад
You should consider caching your pixel position computation since you call it repeatedly but only access one pixel at a time. This should significantly speed up performance. Also could you cover profiling?
@Andrei-rs5ec
@Andrei-rs5ec Год назад
For constantSphere, instead of starting it with -1, why not use std::optional instead?
@unkgames-abdullahali4048
@unkgames-abdullahali4048 Год назад
yea Ray Tracing Pipeline! what is Ray Tracing Pipeline?
@BaddeJimme
@BaddeJimme Год назад
The sequence of steps that the computer must perform to produce a ray traced image.
@theonetribble5867
@theonetribble5867 Год назад
I think it is better to not calculate the light intensity in the closest hit shader since if you implement next event estimation you would need recursion in there. Even though ray tracing GPUs support recursion, AMD to my knowledge only supports a recursion level of two. The only advantage I can see to calculating lighting in the closest hit shader is to write different material shaders for different types of materials and have these in the SBT. Are there other advantages/disadvantages to the two design decisions?
@nielsbishere
@nielsbishere Год назад
I have used both. The major thing is that if you have different shaders that take a different amount of time or access other resources, the gpu can reorder those rays in a better access pattern; giving you better perf. You'd ofc have to limit recursion, so likely you'd implement a specular and diffuse eval shader and run those hit shaders from raygen shader. Never use real raytracing recursion in closestHit, as like you said AMD doesn't support it, it's slow (ray stack is garbage) and you'd have a limit. If you use a for loop for bounces you'd be able to trace as many bounces as you want
@theonetribble5867
@theonetribble5867 Год назад
@@nielsbishere Thanks for your reply. Of Course you're right to not use recursion for tracing a path. Where recursion would be necessary is when evaluating the shadow path for next event estimation.
@nielsbishere
@nielsbishere Год назад
@@theonetribble5867 yup and that's fine on AMD right? Since there's still one level for recursion
@theonetribble5867
@theonetribble5867 Год назад
@@nielsbishere Fair enough 😅.
@ramsey2155
@ramsey2155 Год назад
We literally cut our hairs at the same time when ny hair is lonğ then you pista vid with long hair when I go cut it then you post a vid with short hair
@roivinikmossel2998
@roivinikmossel2998 Год назад
can you consider when you have time to do a series on path tracing?
@secretarea6446
@secretarea6446 Год назад
I have error "vulkan.h cannot open include file"
@cloudstellar5157
@cloudstellar5157 Год назад
cherno please tell me how to get that theme. ive been trying to fix the compatibility issues and just cant. the syntax highlighting fails every time.
@rokasb9441
@rokasb9441 Год назад
Nice
@anthonysteinerv
@anthonysteinerv Год назад
Somebody that knows something of game engines, does this better than voxel? or what's the supposed thing that we should do or know about?
@bithigh8301
@bithigh8301 Год назад
AwEsOmE SeRiEs!!!!
@totoooenf5
@totoooenf5 Год назад
How did you get these nice text colors ? Mine are completly different
@b4ttlemast0r
@b4ttlemast0r Год назад
wouldn't it be good to make a typedef like objectIndex_t, similar to how size_t is a thing
@thefourbytes
@thefourbytes Год назад
which theme and font are you using?
@chomiyeons
@chomiyeons Год назад
hes using cascadia code idk abt theme im asking the same
@cenklolu8172
@cenklolu8172 6 месяцев назад
Thanks I rescript this in roblox lua right now :)
@alex-dn9to
@alex-dn9to Год назад
I could see his face from the thumbnail lol
@guavavodka
@guavavodka Год назад
video not linked up there
@kimjonguninstall6279
@kimjonguninstall6279 Год назад
This thumbnail had me thinking this was a 2kliksphilip video
@chomiyeons
@chomiyeons Год назад
what theme do u use for vs?
@glyuan9902
@glyuan9902 Год назад
Hey guy, I am your fans.recently I am learning your c plus plus series,I think you are interesting and handsome,now become a little fat 😊😊😊thanks for your share !
@ujjawalk6780
@ujjawalk6780 Год назад
Hey cherno what's the font?
@m96fa40
@m96fa40 5 месяцев назад
Cascadia Mono / Cascadia Code
@Jkauppa
@Jkauppa Год назад
combined light map global illumination with camera bounces (for mirrors), no reflection caches in global illumination real time baking
@Jkauppa
@Jkauppa Год назад
ie, surface or light based ray generation + camera based ray generation
@Jkauppa
@Jkauppa Год назад
angle based culling is combined dda and distance fields acceleration structure for ray hit determination
@Jkauppa
@Jkauppa Год назад
it just gives the potential hit primitives in the cone hierarchically
@Jkauppa
@Jkauppa Год назад
cull all extra non-essential work, ie work smarter not harder, its said
@Jkauppa
@Jkauppa Год назад
simplest and most dynamic is the best, ie, no need to fuzz with distance field regeneration or entity grids
@Lameless
@Lameless Год назад
Pretty cool seeing 13 comments and being 3 hours early
@alimhmd7298
@alimhmd7298 Год назад
like
@luigidabro
@luigidabro Год назад
here you go, you will get one too
@AdamFullowsky
@AdamFullowsky Год назад
Make it multithread
@anlcangulkaya6244
@anlcangulkaya6244 Год назад
here is how you can optimize your program right click project and under C/C++ enable Open MP support #pragma omp parallel for collapse(2) for (int y = 0; y < m_FinalImage->GetHeight(); y++) for (int x = 0; x < m_FinalImage->GetWidth(); x++) that way I optimize program from 30 ms to 5 ms
@miyondev09
@miyondev09 Год назад
Sus videos son muy buenos pero debe de poner subtitulos en español
@oamioxmocliox8082
@oamioxmocliox8082 Год назад
;)
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