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Ray Tracing Essentials Part 2: Rasterization versus Ray Tracing
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In Part 2: Basics of Ray Tracing, NVIDIA's Eric Haines runs through the basics of rasterization and ray tracing. For decades, rasterization, also known as the Z-buffer, has been the method of choice for rendering 3D images at interactive rates. This talk contrasts and compares it with ray tracing, showing how the operations have a certain symmetry. More details about this video can be found here: http://bit.ly/nvrttalk2 You can watch the all of the videos in the series on this YouTube Playlist: https://www.youtube.com/playlist?list=PL5B692fm6--sgm8Uiava0IIvUojjFOCSR Ray tracing resources page: http://bit.ly/rtrtinfo Ray Tracing Gems: http://raytracinggems.com Additional links: Quote at the start of the video is from “A Characterization of Ten Hidden-Surface Algorithms,” https://dl.acm.org/citation.cfm?id=356626 on page 53, Appendix B The rasterization and ray tracing table near the end of this video is by Chris Wyman, used in Peter Shirley’s Overview of Ray Tracing talk http://intro-to-dxr.cwyman.org/presentations/IntroDXR_RayTracingOverview.pdf from 2018
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https://www.youtube.com/watch?v=ynCxnR1i0QY
Created:
29. 11. 2020 10:58:57