Ray tracing and physically based rendering foundations
Learning objectives
- learner can contrast rasterization and ray tracing as inverted loops and situate global illumination and secondary effects
- learner can reason about radiometric quantities, radiance along rays, and the rendering equation
- learner can implement Monte Carlo path tracing with recursive bouncing, antialiasing, motion blur, and BVH acceleration
Capstone — one whole task that evidences the objectives
Write a small Monte Carlo path tracer: parametric rays, recursive diffuse bouncing to a depth limit, supersampled antialiasing and motion blur, radiometrically correct radiance accumulation, and a BVH to accelerate intersection.
Prerequisite modules
You have been faking light. Your raymarched SDF scenes shade with Phong tricks and ambient hacks — good enough for a fragment-shader jam, but soft shadows, color bleeding, and believable glass come from actually transporting light. This module builds toward writing a small Monte Carlo path tracer, the algorithm behind film-quality rendering and the reference standard your real-time visuals approximate. For a live-coding visualist this is the payoff twice over: pre-rendered loops and stills for your set, and the physical intuition to know which cheap shader trick imitates which real effect.
The arc starts conceptually: seeing rasterization and ray tracing as the same nested loop inverted, and why secondary effects and global illumination fall out naturally on the ray-tracing side. Then it grounds the numbers — the four radiometric quantities, and why radiance’s constancy along rays makes it what every ray carries. From there you build outward from a single primary ray per pixel: drill recursive diffuse bouncing with a depth limit until scatter-and-recurse is automatic, then drill supersampled antialiasing — the same random-offset-and-average move that later becomes motion blur when the offsets go temporal, and that reveals itself as Monte Carlo integration of the rendering equation. The BVH atom is your just-in-time pointer when the render slows to a crawl: nested bounding boxes turn linear intersection cost logarithmic.
Every required atom is load-bearing for the capstone: you cannot accumulate radiance correctly without the radiometry, terminate paths without the depth limit, or render a nontrivial scene without the BVH. The supporting atoms enrich the frame — GPU ray-tracing pipelines, hybrid raster-plus-rays-plus-denoising, and where real-time rendering is heading — context worth absorbing, but nothing the capstone gates on.
Atoms in this module
Required — these gate the capstone
Supporting — enrichment, not gating
Part of curricula
- Shader Artist — real-time GPU craft to a demoscene-grade visual — Lighting, PBR, and optimized raymarched scenes required
Unlocks — modules that require this one