Module 3 - A Simple Ray Tracer Round 2 - Math, Camera, Shading and Materials - Module Overview
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1.) Course Introduction and Image Generation
2.) A Simple Ray Tracer
3.) A Simple Ray Tracer Round 2 - Math, Camera, Shading and Materials
4.) Code Architecture and Performance
5.) Matrices and Moving Cameras
6.) Textures
7.) Ray-Triangle Intersection and Geometric Data
8.) Motion Blur and Acceleration Data Strategy
9.) Lighting and Shading
10.) Parallelization, Renderman, and MoonRay
11.) Hybrid Ray Tracers
12.) No Class or Recording--Fall Holiday
13.) Photon Mapping and other Topics
14.) Final Projects, wrap up! (do your course evaluation please :))

Audio/Video Recording

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Readings/Warmup (Do before class)


...Commented Code Samples (if any)

For now I am linking code samples here: Github Code Repository for the course
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Additional Resources

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

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 introduce the first Peter Shirley book.


Module Outline

  • Lecture outline
    • Normal Vectors
    • Dot Product
    • Cross Product
    • Other Vector Math
    • Ray Tracing part 2 - Cameras
    • Cameras - How Cameras Work
    • Cameras - Defocus Blur
    • Cameras - Positioning a Camera
    • Cameras - LookAt Function
    • Antialiasing
    • Ray Tracing part 2 - Materials

Commentary

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(Optional Notes)

None given, consider this a 'beta' product for common questions I may revise later.

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