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Ray tracing [C++ & SDL2] - Episode 7 - Simple materials
Ray tracing [C++ & SDL2] - Episode 7 - Simple materials
Continuing with the series of writing a ray tracer from scratch using C++ and the SDL2 library, this episode focuses on how to implement basic materials. We take a look at the theory of modelling diffuse shading, specular highlights based on the Phong model and reflections. These can be combined in different combinations to give the effect of different materials for objects. We also take some time to re-arrange the code base to make it tidier as we add more files, which will be especially useful later on.
Other episodes of this series can be found here:
Episode 1 (Introduction and basic code):
https://youtu.be/JN5yUrJPThI
Episode 2 (Camera geometry):
https://youtu.be/KBK6g6RFgdA
Episode 3 (Ray - Sphere intersections):
https://youtu.be/8fWZM8hCX5E
Episode 4 (Simple lighting):
https://youtu.be/dUtkihuUvvo
Episode 5 (Geometric transforms):
https://youtu.be/-Apu2BNp3t8
Episode 6 (Planes & shadows):
https://youtu.be/9K9ZYq6KgFY
The Github repository for this series can be found here:
https://github.com/QuantitativeBytes/qbRayTrace
The Github repository for my linear algebra library can be found here:
https://github.com/QuantitativeBytes/qbLinAlg
**********************************
You can also follow QuantitativeBytes on Facebook:
www.facebook.com/QuantitativeBytes
#raytracing
**********************************
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!
**********************************
Видео Ray tracing [C++ & SDL2] - Episode 7 - Simple materials канала QuantitativeBytes
Continuing with the series of writing a ray tracer from scratch using C++ and the SDL2 library, this episode focuses on how to implement basic materials. We take a look at the theory of modelling diffuse shading, specular highlights based on the Phong model and reflections. These can be combined in different combinations to give the effect of different materials for objects. We also take some time to re-arrange the code base to make it tidier as we add more files, which will be especially useful later on.
Other episodes of this series can be found here:
Episode 1 (Introduction and basic code):
https://youtu.be/JN5yUrJPThI
Episode 2 (Camera geometry):
https://youtu.be/KBK6g6RFgdA
Episode 3 (Ray - Sphere intersections):
https://youtu.be/8fWZM8hCX5E
Episode 4 (Simple lighting):
https://youtu.be/dUtkihuUvvo
Episode 5 (Geometric transforms):
https://youtu.be/-Apu2BNp3t8
Episode 6 (Planes & shadows):
https://youtu.be/9K9ZYq6KgFY
The Github repository for this series can be found here:
https://github.com/QuantitativeBytes/qbRayTrace
The Github repository for my linear algebra library can be found here:
https://github.com/QuantitativeBytes/qbLinAlg
**********************************
You can also follow QuantitativeBytes on Facebook:
www.facebook.com/QuantitativeBytes
#raytracing
**********************************
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!
**********************************
Видео Ray tracing [C++ & SDL2] - Episode 7 - Simple materials канала QuantitativeBytes
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20 сентября 2021 г. 18:00:06
01:46:29
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