Path Tracer Code Walkthrough (C++/OpenGL) // Code Review
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🔗 LINKS
Code ► github.com/Eduard0110/Path-tr...
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#CodeReview
Пікірлер: 40
Hope you guys enjoyed this Path Tracer mini-series! What do you want to see next? Also don't forget you can try everything Brilliant has to offer-free-for a full 30 days, visit brilliant.org/TheCherno - the first 200 of you will get 20% off Brilliant’s annual premium subscription!
@DazedNConfused71
2 ай бұрын
More in the Ray Tracer series please 🙏
@Alkanen
2 ай бұрын
@@DazedNConfused71good god yes! Please @TheCherno, please? *puppy eyes* Learning how to actually get textures and ray calculations onto the GPU would be so epic! I swear, I'll sign up for the patreon immediately if that series continues.
@mobslicer1529
2 ай бұрын
more ray tracer and a code review of my game engine its really cool
@abdelmadjiddahmani1617
2 ай бұрын
more ray tracer, especially things like importance sampling and pbr with cook torrance
@chrispizz1327
2 ай бұрын
What do you think about 3D animations by ASSIMP skills as a new subject ?
I love turning on captions and seeing it say your name differently every time. I've seen it say things like "Hey what's up guys. My name is the chair now."
Continuing the path tracer code review gives me hope that you’ll be doing another Ray Tracer series video.
Your RayTracing series was really awesome. I miss it so much. Thanks for the video!
14:16 You explained this so clearly and concisely thank you! You are so good and explaining extremely complex topics in a super straightforward way.
This whole index + offset type thing is stuff I'm used to seeing with decompiled programs. Seeing it in a normal program is definitely a bit wild
Please bring back the ray tracing series
@Yilmaz4
2 ай бұрын
this, we need a real time denoiser
good work man keep it up cherno love all your videos
Yay new video!
yes unpack more and go into core/math of raytracing pls 🥺
Hey Cherno! Do you have plans for rust content in the future?
"the way we do RT and PT we don't start at the light source" Kinda depends on the type of RT you're doing? If you're doing bi-directional RT or MLT you do trace rays both from the light both from the camera and from the light source. Just those are mostly only used in non realtime applications
@anon_y_mousse
2 ай бұрын
Yeah, and that's kind of the point when making a game, is for it to be real time or as close to it as possible.
Yeah. New video. Did we ever figure out why the lighting blew up progressively?
Thank you! Tell me is top game development going to rust or it will stay in c++ predominately?
@robbertzzzzz
2 ай бұрын
It's still mostly C++, apart from Bevy I don't know of any Rust-based engines
about the thumbnails, why not just directly store them as images with the asset id as their names, you can see right away if they look correct, in windows file explorer, also.
@gsestream
2 ай бұрын
camera ray does not have any light. it only detect if there is light present or chain of bounces to light.
@gsestream
2 ай бұрын
total difference between a demo hack and a finished polished teachable model product.
RayTracing series please
3120th pls heart. could you please make a video about custom ref counter?
I feel so stupid, like I started hobby programming with 14 and now I'm 20 and still can't write stuff like that :
@kingx1180
Ай бұрын
Me?
I bet the kid will be 30 when we finally see the last video on this code review
"Y'know what else is going on? BRILLIAN-" Never let them know your next move.
27th heart plz
Yooo
Hi, The Cherno! Do you plan to review WebGPU technology? Note that this is not only for browsers, but it's also a C++ webgpu.h header spec which is being implemented by Google's Dawn and Firefox'es WGPU, and it unifies the popular native API's like Metal, DirectX and Vulkan all together. Want to hear your thoughts on this tech 🙏 Thanks!
first pls heart
second pls heart
@TheCherno
2 ай бұрын
You're third mate, no heart for you
@IconDanixe
2 ай бұрын
@@TheCherno so close!