Raytracing in Rust
chris biscardi chris biscardi
29.4K subscribers
14,773 views
0

 Published On Sep 5, 2023

I spent an entire week digging into and implementing my own Raytracing renderer in Rust. In this video we talk about what crates I used and the approaches I took... as well as whether or not it was worth the time.

I followed the first two books from the Raytracing in One Weekend and Raytracing: The Next Week series: https://raytracing.github.io/

The code is available on GitHub: https://github.com/rust-adventure/ray...

and a fully written version of this video is available on Rust Adventure: https://www.rustadventure.dev/i-spent...

00:23 What is Raytracing?
01:17 PPM files
03:55 Showing progress with Indicatif
04:29 Introducing Glam: vec3
05:12 Rays
06:10 Sending Rays into the Scene Through a Viewport
07:36 Rendering a Sphere
08:51 Shading the Sphere with Normals
10:11 Simplifying the ray-sphere intersection
10:57 The Hittable Trait
13:40 Refactoring the Camera
15:03 What is a Pixel anyway?
17:49 Diffuse Materials
20:56 gamma correction
21:42 Metal Materials
23:43 clamp
24:11 dielectric (glass) materials
24:42 Camera positioning
26:14 Defocus Blur
27:05 Raytracing in one weekend final scene
27:36 Rayon
28:56 Refactoring
31:39 Raytracing in one Week
32:14 Motion Blur
33:30 Efficiency Structures: AABB and BVH
35:32 Textures
38:02 Perlin Noise
39:01 Quads
40:12 Translate and Rotate
41:23 Volumetric Materials
42:39 Final Scene: Raytracing the next week
43:40 Book 3?

show more

Share/Embed