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Ray Tracing [C++ & SDL2] - Tile based rendering (Episode 26)

Ray Tracing [C++ & SDL2] - Tile based rendering (Episode 26)

In the first of a two-part mini-series on implementing multi-threading, I take a look at modifying qbRAY to use a tile based rendering system. On it's own this isn't very useful, but it forms the foundation for how we will go on to implement multi-threading in the next episode.

As with all of my videos, I show the code that I have developed to solve the particular problems that I need to solve, with the hope that it may provide sufficient background and inspiration to allow you to go on to develop your own code if you wish to. My code may not be the most appropriate solution to the problem you are trying to solve, so I urge you to consider the problem carefully and decide for yourself on the most appropriate solution. I make every effort to ensure that my code works as it should and is free of bugs, but of course I cannot provide any guarantees. If you use my code as shown, I strongly encourage you to make sure that you test it thoroughly to ensure that it works as you need it to. If you find a bug, do please let me know in the comments!

The Github repository for this series can be found here:
https://github.com/QuantitativeBytes/qbRayTrace2

The Github repository for my linear algebra library can be found here:
https://github.com/QuantitativeBytes/qbLinAlg

#raytracing #cplusplus #rendering #pathtracing #qbray

Видео Ray Tracing [C++ & SDL2] - Tile based rendering (Episode 26) канала QuantitativeBytes
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