Ray Tracing In One Weekend - All books
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Book 1
Book 2
Credit: Porsche 911 with interior by n.brizitskaya licensed under CC BY 4.0
Book 3
List of issues in the book that are unresolved, without these some parts make no sense. I suggest looking over them:
- RayTracing/raytracing.github.io#1302
- RayTracing/raytracing.github.io#1553
- RayTracing/raytracing.github.io#1268
- RayTracing/raytracing.github.io#1703
- RayTracing/raytracing.github.io#1639
- RayTracing/raytracing.github.io#1642
- RayTracing/raytracing.github.io#1735
Also this topic is very interesting, see these readings for more info than the book provides:
TODO:
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Book 1 (rust)->Book 2 (rust)->book 3 (rust)-> PBRTv4 (This is going to take a while) -
learnopengl -> WIP ->
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gpu tracing (full screen quad fragment shader, requires learning wgpu/webGPU?, wgsl) -> WASM so cool on the web
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vulkan (rust) -> I assume at this point I can latch onto something more
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Notes for the entirety of scratchapixel for how things work
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Somehow learn/relearn calc 1, 2, 3, linear algebra, Probability and stats, all sorts of math for graphics + machine/deep learning

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