naranakula / 50YearsOfRayTracing

以历史的发展的眼光来看光线追踪技术,1968年至2018年重点论文相关算法复现。

Home Page:https://neil3d.github.io/coding/ray-tracing-history.html

Geek Repo:Geek Repo

Github PK Tool:Github PK Tool

50 Years of Ray Tracing

用代码叙述光线追踪技术对发展历程:从1968年它诞生到2018年实时光线追踪发布

  • 以历史的发展的眼光学习光线追踪技术,将其中的一些关键对推进作用对文章找出来,并进行代码实践&练习
  • 提供尽量简单,直观的 CPU 算法实现;代码的简单/易理解为首位,不太考虑性能优化
  • 使用现代 C++ 编程
  • 一个基础库 RTKit
    • 1.0 版是完全自己在这个 repo 了一点点写起来的
    • 2.0 版将底层改用 Intel Embree 用来进行光线与场景求交

文章列表

算法名称 文件夹 作者 文章标题
Ray Casting 1968.Appel Arthur Appel Some techniques for shading machine renderings of solids
Recursive Ray Tracing 1979.Whitted Turner Whitted An improved illumination model for shaded display
Distributed Ray Tracing 1984.Cook Robert Cook et al. Distributed ray tracing
Path Tracing 1986.Kajiya James Kajiya The rendering equation
Bidirectional Light Transport 1994.Veach.Bidirectional Eric Veach Bidirectional Estimators for Light Transport
Multiple Importance Sampling 1995.Veach.MIS Eric Veach et al. Optimally Combining Sampling Techniques for Monte Carlo Rendering
Photon Mapping 1996.Henrik Henrik Wann Jensen Global Illumination using Photon Maps
Metropolis Light Transport 1997.Vaech.Metropolis Eric Veach & Leonidas Guibas Metropolis Light Transport

工程配置

  • 安装 vcpkg 及依赖库
  • VSCode 配置

Ray Casting - Arthur Appel, 1968

  • Resolve visibility & depth
  • Lambertian shading
  • Sharp shadow

Screen Shot

Recursive Ray Tracing - Turner Whitted, 1980

  • Blinn–Phong shading
  • Reflection
  • Refraction

Screen Shot

Distributed Ray Tracing - Robert Cook et al., 1984

  • Soft shadow
  • Depth of field
  • Glossy reflection
  • Motion blur

Screen Shot

Path Tracing - James Kajiya, 1986

  • Monte Carlo Direct lighting
  • Indirect lighting with Russian Roulette termination
  • Next Event Estimation
  • Phong Importance Sampling
  • Distant Environment Lighting

Screen Shot

Multiple Importance Sampling - Eric Veach, Leonidas Guibas, 1995

  • TODO
  • Importance Sampling GGX

RTKit1

  • Cross platform: MacOS, Windows 10
  • Multi-threaded rendering
  • Scene object instancing
  • Triangle mesh with BVH

About

以历史的发展的眼光来看光线追踪技术,1968年至2018年重点论文相关算法复现。

https://neil3d.github.io/coding/ray-tracing-history.html


Languages

Language:C++ 97.8%Language:CMake 2.2%