Thanks to the sponsorship of my company Archiact, I was given the opportunity to experience this year Siggraph with a full-conference pass. This 5-day conference was quite an informative and mind-blowing journey. During all types of events I had a great time getting involved with the CG community and learning from the best of the industry. Here I summarized my journey of Siggraph 2018 and documented all the related resources for future reference.
Chapter 9 study note. Breakdown topics about basic optic physics (refractive index, Snell’s Law, total reflection, Fresnel coefficients, Schlick’s approximation) and vector maths for calculating refraction ray.
Chapter 8 study note. Breakdown topics about
Material base class, types of reflection, vector maths for calculating mirror reflection ray and blurry reflection implementation.
Chapter 7 study note. Breakdown topics about diffuse reflection, random reflecting ray generation and rejection sampling in unit sphere.
Finish reading Ray Tracing in One Weekend Chapter 2, 3 and 4. Breakdown topics about raytracing analogy, simple camera model implementation and Multisampling Antialiasing (MSAA) implementation.
In raytracer, calculating ray - object intersection is very important on locating the hit point and producing correct color for the corresponding pixel. Sphere is always the best geometrical shape to start with as it is one of the simplest shape to describe mathematically. In this post I documented typical
Ray class definition, ray-sphere intersection math breakdown, and code implementation. I will keep updating the post for solutions of other types of shapes.
Getting started to use Shadertoy to learn and practice GLSL. Here are the first few examples I’ve been playing around. Also got the shaders embedded in my blog page. Here I documented some of my exploration about the website and some best-practice. (I also use KodeLife to work on my shader offline. It is an amazing live shader programming tool and I will document the basic usages of it in next blog post.)