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How did we go from visibility hacks and shadow maps… to recursive reflections, probabilistic paths, and directional light learning? In this third episode of the Real-Time Global Illumination series, we dive deep into the core ideas behind ray tracing, path tracing, and the mathematical foundations of realistic light transport. If you’ve ever been confused by terms like the rendering equation, Monte Carlo sampling, or Russian Roulette—this is the episode that puts it all together. 🧩 In this video, we continue the journey toward understanding Lumen by breaking down: 📚 Covered in this episode: How ray tracing differs from rasterization Why path tracing simulates real-world lighting better—but at a cost What the rendering equation actually means How Monte Carlo integration helps solve it Why we terminate rays early using Russian Roulette What next event estimation does for direct light How deferred rendering and G-buffers changed everything Why BRDF importance sampling still isn’t enough And how path guiding set the stage for real-time global illumination We trace the entire thought process behind why Lumen in Unreal Engine 5 uses ray tracing—but not full path tracing— and how adaptive importance sampling and ray guiding are used to make lighting smarter, not just faster. 0:00 – Intro 1:30 – Ray Casting 2:47 – Ray Tracing 5:35 – Distributed Ray Tracing 7:59 – The Rendering Equation 11:20 – Monte Carlo Approximation 12:32 – Path Tracing 14:21 – Russian Roulette Path Termination 15:37 – Next Event Estimation 17:46 – Deferred Shading 21:05 – BRDF Importance Sampling 22:51 – Path Guiding 25:48 – Outro 🧠 Whether you’re a student, developer, or just passionate about how light works in digital worlds—this series explains it one concept at a time, with clarity and historical context. Additional resources 1. Cem Yuksel - Intro to Computer Graphics - The Rendering Equation • Intro to Graphics 17 - The Rendering ... 2. Sebastian Lague - Coding Adventure: Ray Tracing • Coding Adventure: Ray Tracing + 3. Coding Adventure: Optimizing a Ray Tracer (by building a BVH) • Coding Adventure: Optimizing a Ray Tr... 4. Computer Graphics at TU Wien - Rendering Lecture 08 - Next Event Estimation • Rendering Lecture 08 - Next Event Est... 5. NVIDIA Game Developer - Conquering Noisy Images in Ray Tracing with Next Event Estimation • Conquering Noisy Images in Ray Tracin... 6. SEED - Electronic Arts - SIGGRAPH 2021: Global Illumination Based on Surfels • SIGGRAPH 2021: Global Illumination B... 7. Branch Education - How Does Ray Tracing Work in Video Games and Movies • How does Ray Tracing Work in Video Ga... 8. Ben Andrew - Forward and Deferred Rendering - Cambridge Computer Science Talks • Forward and Deferred Rendering - Camb... 9. Blender - Follow the light: Introducing path guiding in Cycles • Follow the light: Introducing path gu... 👍 Like what you see? 📩 Leave a comment or question—I love hearing your thoughts. 🔔 Subscribe and hit the bell to catch the next episode! 🎥 Up next: Radiance Caching & Light Probes – How Lumen Lights the World Without Slowing Down #Lumen #PathTracing #RayTracing #UnrealEngine #GlobalIllumination #ComputerGraphics #GameDev #RealTimeRendering #RenderingEquation #MonteCarlo #Lighting #MARKitekta