Coding Adventure: Ray-Tracing Glass and Caustics
Embark on a new coding adventure: mastering glass and caustics in ray tracing. • Behold, the `CalculateReflectionAndRefraction` function, splitting light into m
Video Chapters
- 0:00 Embark on a new coding adventure: mastering glass and caustics in ray tracing.
- 1:10 Behold, the `CalculateReflectionAndRefraction` function, splitting light into multiple paths.
- 2:10 HLSL limitations: recursion is out, so we're bringing back our trusty stack-based solution.
- 6:00 Seeing clearly now: Fixed normals allow light to finally pass through the glass correctly.
- 8:30 Final glass render: Two majestic glass dragons now reside peacefully in their Cornell box.
- 9:15 Nan-tastic: Mysterious speckles caused by "Not a Number" values from naughty math.
- 13:10 Frosted glass effect: Randomizing light directions creates a beautifully diffused, cloudy look.
- 16:20 Physical vs digital: Comparing the 3D print in the physical box to the rendered version.
- 20:40 Caustic patterns: Light focused by glass spheres creates beautiful, bright patterns on surfaces.
- 24:10 Final render: Color dragons bask under a stunning, full-spectrum rainbow.