Tracing Rays in Real Time
summary
Covers real-time rendering methods, first explaining rasterization and its limitations, then ray tracing and the possibilities it enables. Uses NVIDIA RTX and the Vulkan ray-tracing extension, with Node.js code examples, and outlines how to start building a ray tracer in JavaScript today.
AI-written summary · about
chapters (33)
- 0:00Introduction
- 1:08What is ray tracing
- 2:38Ray tracing history and basics
- 5:29Real-time ray tracing problems
- 8:20NVIDIA solution and new shaders
- 11:11Accelerated geometry and shader pipeline
- 12:36WASM Vulkan library for JavaScript
- 14:02What is Vulkan
- 16:11Why Vulkan matters for graphics
- 16:57Modern game shadows
- 18:41Soft shadows via ray tracing
- 19:45Ambient Occlusion limits
- 21:13Physically correct shadows
- 22:17Physics accuracy in graphics
- 23:02Rendering equation and Monte Carlo
- 26:37Rendering noise and fixes
- 27:39Global illumination
- 29:28Path tracing explained
- 30:55BRDF lighting model
- 33:06Complex materials tracing
- 34:33Recursive ray tracing function
- 35:35Ray tracing challenges and research
- 36:18Why ray tracing is future
- 37:22Ray tracing beyond graphics
- 37:44Q&A: Rays per pixel limits
- 38:49Q&A: Color and materials
- 40:13Q&A: Ray tracing on iOS/macOS
- 42:03Q&A: JavaScript bottleneck
- 43:28Q&A: Vulkan in browser
- 44:53Q&A: Distance rendering optimization
- 46:18Q&A: Instancing and performance
- 47:02Q&A: Random ray order
- 48:06Q&A: Ray attenuation and recursion
related talks
34mBuilding a raytracing engine with JavaScript
28mBuilding a ray tracing engine with JS
37mReal-time Ray Tracing for Architectural Visualization
31mBuilding a raytracing engine with JS
05mLightning Talk: Programming is Fun in Cpp!
31mWelcome to 3D
59mYou can't do that with JavaScript!
33mHow I built a Ray Tracer in Pure Python
