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1.) Introduction to Computer Graphics, APIs, OpenGL and C++
2.) Rasterization 1 - Lines and Triangles
3.) Software Rasterizaton 2 - Vectors, Matrices, and Projection
4.) Rasterization 3 and Math (Transformation and Viewing)
5.) University Holiday
6.) Modern OpenGL - Buffers and Shaders
7.) Renderdoc, glError, and MVP Transform
8.) Abstraction and Textures
9.) Camera and Illumination
10.) Advanced Lighting (Multiple Lights and Normal Mapping)
11.) SceneGraphs and Terrain
12.) Framebuffer Objects and post-processing (and maybe Deferred Rendering)
13.) Geometry Shaders and/or (Shadows or Lighting Maps or Multi-texturing)
14.) Final Projects, wrap up! (do your course evaluation please :))
15.) (Optional Bonus) Math Review and Ray Tracing with no API
16.) (Optional Bonus) Ray Tracing 2
17.) (Optional Bonus) - Vulkan
18.) (Optional Bonus) - Quaternion Math
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Module 16 - (Optional Bonus) Ray Tracing 2

Audio/Video Recording

Module Content

Module Overview

In this lesson we start with learning some fundamental vector math for computer graphics and then continue our discussion of ray tracing to wrap up the first Peter Shirley book.


Module Outline

  • Lecture outline
    • Normal Vectors
    • Dot Product
    • Cross Product
    • Other Vector Math
    • Ray Tracing part 2!
    • A few additional notes on Ray Tracing

Slides


(Graded) In-Class Activity link

  • In-Class Activity Link
    • This is graded, and only your first response is graded
    • This is an evaluation of what was learned in lecture.
    • Due one week from when the lecture takes place

Please do not redistribute or host any materials without e-mailing me first. I generally am happy to share the latest .pdf or slide presentation with those who ask. Thank you for your time!