How does Ray Tracing Work in Video Games and Movies?

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How does Ray Tracing Work in Video Games and Movies? with tags ray tracing, path tracing, cgi, computer generated images, how ray tracing works, computer graphics, tv cgi, movie cgi, special effects, sfx, visual effects, vx, computer generated image, light, rendering, video rendering, blender, how does cgi work?, how does computer generated images work?, graphics card, how do computer graphics work?, video game graphics, how does video game ray tracing work?, ray tracing vs no ray tracing, distributed ray tracing

TV and Movies have a ton of Computer Generated Images [CGI] to create fantasy worlds with dragons and castles, futuristic intergalactic civilizations, or historically accurate cities of 1700s Japan, such as in the recent TV show Shogun. But have you ever wondered how these CGI / Computer Generated Images are made? And how are these scenes so accurate that they fool the eye into thinking they are real. In this video, we're diving into Path Tracing, a type of Ray Tracing algorithm. We'll explore exactly how Ray Tracing is used to create accurate lighting and realistic scenes and how it uses quadrillions of calculations.

We're working on more ambitious subjects like computer architecture and graphics cards. Any contribution would greatly help make these videos.

Thank you to Cem Yuksel, a professor at the School of Computer at the University of Utah. He helped to proofread the script for inaccuracies, and his only course on computer graphics and interactive graphics was incredibly useful in researching this video.

Scanlands by Piotr Krynski

Agent 327 Barbershop by Blender Animation Studios

The Junk Shop by Alex Trevino. Original Concept by Anais Maamar

Table of Contents:

00:00 - How does CGI Computer Generated Images Work?

01:00 - How is Ray Tracing an Incredibly Difficult Problem to Solve

02:41 - How to Create a CGI Scene

05:48 - Rendering a Scene with Ray Tracing

09:09 - Lighting a Scene with Ray Tracing: Global Illumination

13:46 - Material Roughness and Bouncing Rays

16:04 - Solving Ray Tracing

19:57 - Graphics Cards and Ray Tracing Cores

22:31 - Brilliant Sponsorship

24:20 - We Love Ray Tracing in Blender

25:27 - Ray Tracing in Video Games

26:23 - Screen Space Ray Tracing

Animation: Mike Radjabov, Sherdil Davronov, Adrei Dulay

Research, Script and Editing: Teddy Tablante

Twitter: @teddytablante

Modeling: Mike Radjabov, Prakash Kakadiya

Voice Over: Phil Lee

Sound Design by Drilu: www.drilu.world

Sound Design and mix: David Pinete

Additional Sound Design: RaΓΊl NΓΊΓ±ez

Supervising Sound Editor: Luis Huesca

Erratum:

Image Attribution:

Steve Jobs in 1972 Pegasus Yearbook produced by Homestead High School

Steve Jobs and Macintosh Computer from 1984 by Bernard Gotfryd

1982 Time Magazine Steve Jobs Striking it Rich

Apple II Image by Rama & Musee Bolo

Apple 3 by Bilby

Steve Jobs 2010 Image by Matt Yohe from Wikimedia

Internet References:

Wikipedia contributors. "3D Computer Graphics", " Light Transport", " Ray Casting", "Ray Tracing (graphics)", " Rendering". Wikipedia, The Free Encyclopedia. Wikipedia, The Free Encyclopedia, Visited August 15th 2024

Textbooks and Papers

An Improved Illumination Model for Shaded Display by Turner Whitted, Bell Laboratories

Distributed Ray Tracing by Robert Cook, Thomas Porter, and Loren Carpenter

Physically Based Rendering by Matt Pharr, Wenzel Jakob, Greg Humphreys

Ray Tracing in One Weekend by Peter Shirley

The Rendering Equation by James T. Kajiya

#GPU #RayTracing #CGI