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Ray Tracing in One Weekend | ||
*WE'VE MOVED* | ||
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![Ray Tracing in One Weekend](assets/RTOneWeekend.jpg) | ||
We have consolidated our books into a single repository: [`raytracing.github.io`][]. | ||
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## Getting the Book | ||
The _Ray Tracing in One Weekend_ series of books are now available to the public for free in PDF | ||
form, along with the accompanying source code. | ||
Please update your watches, stars, forks and links. | ||
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Releases are available [directly from GitHub][releases], or from Eric Haines's | ||
[Real-Time Rendering][] site. Alternatively, you can purchase the Kindle version of this series from | ||
[Amazon.com][]. Half of the proceeds of these sales go to [Hack the Hood][], a really neat | ||
organization. | ||
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## Overview | ||
I’ve taught many graphics classes over the years. Often I do them in ray tracing, because you | ||
are forced to write all the code but you can still get cool images with no API. I decided to adapt | ||
my course notes into a how-to, to get you to a cool program as quickly as possible. It will not be | ||
a full-featured ray tracer, but it does have the indirect lighting which has made ray tracing a | ||
staple in movies. Follow these steps, and the architecture of the ray tracer you produce will be | ||
good for extending to a more extensive ray tracer if you get excited and want to pursue that. | ||
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When somebody says “ray tracing” it could mean many things. What I am going to describe is | ||
technically a path tracer, and a fairly general one. While the code will be pretty simple (let the | ||
computer do the work!) I think you’ll be very happy with the images you can make. | ||
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I’ll take you through writing a ray tracer in the order I do it, along with some debugging tips. By | ||
the end, you will have a ray tracer that produces some great images. You should be able to do | ||
this in a weekend. If you take longer, don’t worry about it. I use C++ as the driving language, | ||
but you don’t need to. However, I suggest you do, because it’s fast, portable, and most | ||
production movie and video game renderers are written in C++. Note that I avoid most “modern | ||
features” of C++, but inheritance and operator overloading are too useful for ray tracers to pass | ||
on. I do not provide the code online, but the code is real and I show all of it except for a few | ||
straightforward operators in the vec3 class. I am a big believer in typing in code to learn it, but | ||
when code is available I use it, so I only practice what I preach when the code is not available. | ||
So don’t ask! | ||
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I have left that last part in because it is funny what a 180 I have done. Several readers ended | ||
up with subtle errors that were helped when we compared code. So please do type in the | ||
code, but if you want to look at mine, here it is. | ||
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## Corrections | ||
If you spot errors or have suggested corrections, please [submit issues via GitHub][]. | ||
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[Amazon.com]: https://amazon.com/dp/B01B5AODD8 | ||
[releases]: https://github.com/raytracing/InOneWeekend/releases/ | ||
[Hack the Hood]: https://hackthehood.org/ | ||
[Real-Time Rendering]: https://realtimerendering.com/#books-small-table | ||
[submit issues via GitHub]: https://github.com/raytracing/InOneWeekend/issues/ | ||
[`raytracing.github.io`]: https://github.com/RayTracing/raytracing.github.io |