In Part 2: Basics of Ray Tracing, NVIDIA's Eric Haines runs through the basics of rasterization and ray tracing. For decades, rasterization, also known as the Z-buffer, has been the method of choice for rendering 3D images at interactive rates. This talk contrasts and compares it with ray tracing, showing how the operations have a certain symmetry. More details about this video can be found here: bit.ly/nvrttalk2
You can watch the all of the videos in the series on this RU-vid Playlist: • Ray Tracing Essentials
Ray tracing resources page: bit.ly/rtrtinfo
Ray Tracing Gems: raytracinggems.com
Additional links:
Quote at the start of the video is from “A Characterization of Ten Hidden-Surface Algorithms,” dl.acm.org/citation.cfm?id=35... on page 53, Appendix B
The rasterization and ray tracing table near the end of this video is by Chris Wyman, used in Peter Shirley’s Overview of Ray Tracing talk intro-to-dxr.cwyman.org/presen... from 2018
16 июл 2024