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CodeSignal

Realistic Rendering Techniques for the C++ Ray Tracer

via CodeSignal

Overview

Implement realistic rendering in C++ ray tracing with antialiasing, diffuse and reflective materials, glass refraction, and gamma-corrected lighting.

Syllabus

  • Unit 1: Antialiasing with Supersampling
    • Observing Monte Carlo Sampling Convergence
    • Implementing Grid Based Supersampling Pattern
    • Breaking Pixel Boundaries with Improper Sampling
    • Adaptive Sampling for Efficient Ray Tracing
  • Unit 2: Lambertian Diffuse Materials
    • Experimenting with Color Bleeding Effects
    • Understanding Ray Bounce Depth Effects
    • Multi Ray Sampling for Diffuse Materials
    • Measuring Path Tracer Performance with Timing
    • Probabilistic Ray Termination with Russian Roulette
  • Unit 3: Fixing Rendering Artifacts
    • Eliminating Shadow Acne with Epsilon Offset
    • Comparing Shadow Acne Across Epsilon Values
    • Implementing Gamma Correction for Brightness
    • Comparing Gamma Values in Ray Tracing
  • Unit 4: Metal Surfaces and Reflection
    • Adding Your First Metal Sphere
    • Building a Metal Sphere Showcase Scene
    • Debugging Extreme Metal Surface Roughness
    • Creating a Random Material Mixer
  • Unit 5: Rendering Glass and Refraction
    • Adding Glass Spheres to Your Scene
    • Comparing Hollow and Solid Glass Spheres
    • Exploring Materials with Different Refractive Indices
    • Removing Total Internal Reflection Guard
    • Weighted Material Selection with Composite Class

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