Lewis made a bit of a hash of the pronunciation of Fresnel, so we fixed it in post, gold star if you noticed! -Sean
@klaxoncow2 ай бұрын
Remember, EVERYTHING has Fresnel.
@moshedicker67862 ай бұрын
Come on, I'm dying to know how he actualy said it. FreS-nell, right?
@djtomoy2 ай бұрын
please be more careful in the future 🙏
@kaelananderson92372 ай бұрын
It was almost impossible to detect such subtle edits but I just about sussed it out. ;)
@leocomerford2 ай бұрын
This is the way. More verbal flubs and errors in non-fiction YT videos should be fixed using drop-ins. In particular it’s better for anyone who’s not looking at the screen at that moment, and presumably for the visually impaired. And it’s also just awkward and distracting to catch a caption with a textual correction that flashes in out of nowhere. They don’t have to be smooth or unnoticeable either: it’s not as if hard-caption text is any more smooth and unnoticeable than even a roughly done audio drop-in.
@toby99992 ай бұрын
Writing a raytracer like this one from scratch was one of our university computer science projects. A lot of fun it was.
@mryon3141592 ай бұрын
I did a bunch of ray tracing work in the 90s at Uni. My final project took ~12 hours on my 25MHz Macintosh (after I bought the optional FPU) to render. I've just now found the source and downloaded PovRay (the same thing I used back then) and on my whatever-it-is-work-laptop it took
@aspzx2 ай бұрын
Amazing!
@thewhitefalcon8539Ай бұрын
If you rasterise it, it takes 0.000001 seconds
@mattymattffs2 ай бұрын
"I remember this from 80s because I'm old" "Yeah" Lmao
@JohannaMueller572 ай бұрын
yeah, that was rude
@queueeeee90002 ай бұрын
@@JohannaMueller57no it was funny not rude
@evolutionarytheory2 ай бұрын
As the lead rendering engineer for a VFX studio a couple of points: The reason we use it is not "because it can handle more complex lighting effects", it's because, compared to rasterizing triangles, it suffers less from overdraw, and maintains a O(log2(n)) time complexity for traversal (assuming a binary BVH) compared to rasterization which is more like O(n) in complexity vs the number of objects in the scene. Raytracing, for extremely complex scenes, is often FASTER than rasterization, despite what some people say. For VFX where we render quadrillions of objects, it is the only practical option. In many cases I've tested film-production scale scenes on GPU rasterizer vs CPU raytraced and the CPU implementation was much faster. It's that much better for scene complexity. Another reason we use raytracing is that it gives us a way to physically simulate the path of photons through the scene, and hence use physics equations to run proper physical simulations of light transport. Also, a simpler explanation of the fresnel equations is that they give you the probability of reflected and refracted photons after an interaction with a surface. The algorithm shown here is called "splitting" where you cast both refraction and reflection rays. In modern raytracers used in film production, we don't do this. Instead, we randomly (probabilistically) choose either reflection or refraction, which is what happens in the real world. Real photons choose one option, not both. This reduces the complexity of multi-bounce raytracing since the time-complexity doesn't increase exponentially.
@TheVoiceofTheProphetElizer2 ай бұрын
I read your treatise and expect my diploma for my PhD in computer science to arrive in the mail any day now.
@evolutionarytheory2 ай бұрын
@TheVoiceofTheProphetElizer good luck with that.
@lowlifehitech2 ай бұрын
"The algorithm shown here is called "splitting" where you cast both refraction and reflection rays. In modern raytracers used in film production, we don't do this. Instead, we randomly (probabilistically) choose either reflection or refraction, which is what happens in the real world." I assume you then cast several rays for one pixel, all of which behave "randomly", and combine them together for the final result? In this early example I believe there's only one ray per pixel so you have to split them like this to get both reflection and refraction.
@evolutionarytheory2 ай бұрын
@@lowlifehitech that is correct. Since fresnel is a probability, you choose a random number, apply that probability, then choose either reflection or refraction for each interaction, then over multiple samples per pixel, you get the right result. This is also how photons behave in the real world. They don't split, they take a single path, but they add up over time to form a smooth image stochastically.
@HerrLavett2 ай бұрын
The voiceover "Frenell" blended in very smooth
@Fanny-Fanny2 ай бұрын
I totally agree and was about to post the same comment. Smooth.
@jonathangjertsen34502 ай бұрын
and this is what that fresnelequation is trying to do
@Juan-qv5nc2 ай бұрын
Fresnel recursively called itself changing state to pronunciation.
@cparsec55242 ай бұрын
In order to know what a recursion is, you must first know what a recursion is
@ai_is_a_great_place2 ай бұрын
What is a recursion?
@rudiklein2 ай бұрын
@@ai_is_a_great_placeWhat's a recursion?
@ShubhamBhushanCC2 ай бұрын
@@ai_is_a_great_place it's recursion
@SussyBacca2 ай бұрын
And by that definition, you now know what recursion is 😂
@ValidatingUsername2 ай бұрын
Sadly that joke is barely recursive it’s more a prerequisite
@GaryParris2 ай бұрын
great to see Blender being used to demonstrate it!
@cazino42 ай бұрын
Great video. The process is so intuitive and straight forward it's remarkable that it works so quite well when it comes to rendering photo-realistic scenes.
@menaced.2 ай бұрын
Early to a Computer graphics computerphile video, my algorithm knows me well
@nHans2 ай бұрын
Yup, I remember coding it back in college in the 1990s. I even remember the textbooks I used: _"Mathematical Elements for Computer Graphics"_ and _"Procedural Elements for Computer Graphics,"_ both by David Rogers _et al._ Sadly, after graduating, I took up a job writing business software. While my career hasn't been bad, I do miss not working on hardcore computer graphics. Every time CG software developers win Oscars, I think _"That could've been me!"_
@retropaganda8442Ай бұрын
In reality the technic is so simple that probably a hundred thousand teenagers have implemented their raytracer in the last forty years. We're actually jealous of people who are paid to play and have fun 😂
@NerdENerd2 ай бұрын
I got into scripting PovRay animations in the 90s on my Amiga. I would setup a scene, render a postage stamp sized preview and then set a render to go and it would take two or three days to render a 2 second looping animation. Nobody had seen stuff like we were doing back then. We would project that stuff up in dance parties and music festivals.
@GilesBathgate2 ай бұрын
That would be a 4L Distilled Water Storage Container. You are welcome.
@patheally2 ай бұрын
In recursive lingo it's called "unwinding" when the functions go back through each call
@TheSudsy2 ай бұрын
I think the "juggler" demo on the Amiga in 1985/6 (a home computer ) blew most people's minds.
@VAXHeadroom2 ай бұрын
It did for me. They also published the code for it and I re-implemented it in Turbo Pascal. I subsequently worked out the code for triangles and refraction and rendered images that took as long as a weekend...
@vincei42522 ай бұрын
It's the reason I bought an Amiga.
@Fanny-Fanny2 ай бұрын
A mind blowing moment for many people. Those born in the last 30 years will never, ever know
@TheSudsy2 ай бұрын
@@vincei4252 me too, mouth open looking through the window of the shop. Amiga A1000
@vincei42522 ай бұрын
@@Fanny-Fanny Indeed.
@rachel_rexxx2 ай бұрын
Yes, I remember Adobe After Effects briefly had Ray tracing in the 2014 edition, but it disappeared in the 2015 version. I was pretty upset at the time. Edit: I remember switching to cinema 4d for animations of Infinity boxes and having to learn the lesson of the ultimate importance of the bounce number the hard way. For 4k renders to look in any way realistic, it typically requires upwards of 15 bounces. The processing time per frame was on the order of 20 minutes at the time. This was a fun walk back in time.
@Polaris642 ай бұрын
"If you want to know more about recursion then please rewind this video by ten seconds, play it and then follow my instructions again"
@iandonaldpaul2 ай бұрын
🗣️F R E S N E L
@rastersoft2 ай бұрын
I did a little raytracer using distributed raytracing, as described in the 1984 paper from pixar. It was a lot of fun.
@jalsiddharth2 ай бұрын
Lewis (and all of us) with bated excitement "omg look at that. It came out in 1976" A layhuman hears us and then looks at some spheres and triangles and wonders what we're all high on. 🤣
@shanehebert3962 ай бұрын
Had a great time writing a ray tracer (recursive) back in ~1992 for graphics class. It was even cooler that we could write it threaded and run it on the SGI servers that had six processors since it's embarrassingly parallel.
@kenziemckenzie-bennett53992 ай бұрын
What is being done with the robots in the background? Can we have a video on those?
@asagk2 ай бұрын
I am wondering if PovRay is still one of the most used open source Raytracers.
@thisnthat35302 ай бұрын
Back in the '90s an Amiga could trace a fairly simple 320x256 scene to a depth of 3 in about 8 hours or so.
@shrdshld2 ай бұрын
remember st magazine, (french journal) in 1990 may be, it showed ray tracing images quite good with an atari tt and explained well the technology whith even code
@retropaganda8442Ай бұрын
Heh, I still have a series of Amiga magazines where they posted articles explaining, with source code, how to code a raytracer for quadratic equations.
@FrankHarwald2 ай бұрын
For me ray tracing really set off in 1993 when the first Jurassic Park movie was released - the first movie to feature full-length realistic looking animations rendered using ray-tracing.
@dddonehoo72 ай бұрын
I thought this man was Dejan Kulusevski. I was pumped to learn from the goat
@killaspongebob6662 ай бұрын
I just know my man was hitting that S in "fresnel" like a snake. Fressssssnel.
@everydreamai2 ай бұрын
I remember playing a bit with POVRAY in the mid/late 1990s, which would run on a first gen Pentium. Rendering a single frame at 400x400 probably took at least several minutes if not dozens. Blender is quite impressive in modern times, as is GPU acceleration and all the new optimizations.
@hblomqvist2 ай бұрын
Raymarching SDFs (Signed Distance Fields) would be a natural continuation after this episode.
@VAXHeadroom2 ай бұрын
POVRay called - they want their CPU cycles back 😁
@airman1224692 ай бұрын
The first time I heard about ray tracing was way back in 2004. I remember using Renderman to try and do realistic renderings.
@elfboi5232 ай бұрын
I did raytracing back in the early 1990s on a 486. Only still images, though, and some would take more than a day to render, which meant I couldn't use my PC until it was done.
@pystl2 ай бұрын
I want a video about the robot arm behind him 😅
@retropaganda8442Ай бұрын
So many teenagers playing with programming in the 80s and 90s have done these raytracing algorithms. It's kid fun, and pretty simple to understand. I get this same vibe from this young man, especially when he blew up the drawings, suddenly getting bored explaining the obvious. But i guess he also does some actual serious work with these robotic harms behind. Would be a bit more interesting i guess.
@SteveGouldinSpain2 ай бұрын
Hands up who had GFA Raytrace running on their Atari back in the 80s...
@davidhcefx2 ай бұрын
14:25 😂😂😂
@erikkarsies48512 ай бұрын
Early 90s on my 8 Mhz Atari ST GFA Raytrace and POV. Calculating in the night hoping the Atari ST (520 second hand already) didn't crash before it was done. (Atari ST Format 32 from 1992 had a piece and some software for it. But GFA Raytrace was a lot easier.) (Pov must have been when i got an 1 Mb ST with HD in 1996 .. The ST Format 32 program was different software?)
@noredine2 ай бұрын
A Mirror maze must be a worst case scenario
@GrizzelProp2 ай бұрын
I used to make abstract images in 3d modelling software using that principle, general render time in the early 2000s was 16-24 hours for a single picture!
@FrankHarwald2 ай бұрын
Curved partly-transparent mirrors are worse.
@vanity_ibex2 ай бұрын
Recursion!
@vanity_ibex2 ай бұрын
Recursion!
@vanity_ibex2 ай бұрын
Recursion!
@liveabovethecrowd2 ай бұрын
@@vanity_ibexRecursion!
@Kim-e4g4w2 ай бұрын
Questions: 1. Why is the ray calculated in reverse, would it not be more logical to start from the light source and then traverse the ray till it either gets absorbed or enters the camera surface? 2. Would it make more sense to do ray calculation were its properties are: 1. wave length (color), 2. wave amplitude (brightness). Instead of RGBA for ray color and brightness?
@hvdtoorn2 ай бұрын
1. that would be very inefficient, you would have to calculate waay to many rays that do not end up in the camera 2. that's an interesting idea, I'd be interested in that :)
@ytalinflusa2 ай бұрын
1. Unless you have a tight spotlight you would be calculating more rays. 2. You can add the RGB values as you bounce the ray but calculating the wavelength wouldn't be a simple sum. In more complicated tracing the RGB values split into separate waves as different frequencies bend slightly. It would be nice if quantum computing could calculate all the possible paths at once.
@Ceelvain2 ай бұрын
1. Other techniques calculate the "forward" path of photons like photon mapping and bidirectional path tracing. But as others said, it would be inefficient on its own as most rays would never hit the camera. 2. You need more than just a simple wavelength to represent a color. You'd need some kind of spectral power distribution (the power for each wavelength) in the visible spectrum. But since the final pixel is encoded as RGB, you can often get away with calculating the power only for these three wavelength. But this is a simplification that might not be precise enough to implement weird effects like fluorescence, polarization and other non-linear optics phenomenons.
@BeheadedKamikaze2 ай бұрын
@KimGameDev while the other replies are correct - it's quite inefficient if what you're trying to do is produce a 'basic' image from a camera. However it's not a stupid idea and has actually been implemented in several rendering engines (look up photon tracing/mapping, and bi-directional path tracing) because it allows you to calculate some more advanced physical effects like light caustics (where light refracts and can become focused, overlapping into a bright spot). For example, Octane Renderer and LuxCore Renderer can do this, and the results are quite realistic. Octane is also a spectral renderer, which means it can also do the wavelength calculations of your second point.
@AndyEder2 ай бұрын
1. As already mentioned, it would be prohibitively expensive as most rays would not end up hitting the camera sensor. 2. Spectral ray/path tracing has been around for a while whereby the properties (wavelengths, etc.) of light are factored into the calculations as opposed to RGB channels.
@japa81112 ай бұрын
What is a computer scientist doing with two UR robots 😮
@EbefrenRevo2 ай бұрын
coffee for the pot, obviously.
@DDranks2 ай бұрын
Judging from the noice, the blender mockup sees to use path tracing, not simple ray tracing.
@Yupppi2 ай бұрын
I heard of ray tracing when Quake 2 remake came out and gpu manufacturers started advertising ray tracing... Maybe I was a bit late onboard.
@muhammadsiddiqui22442 ай бұрын
8:19 Let's create a scene here. Me expecting some drama ahead 🤣.
@BiscuitBeetleАй бұрын
This "trace raying" thing sounds familiar.
@k1ngjulien_2 ай бұрын
woohoo dr pound jr is back!
@StdDev992 ай бұрын
Ray Tracing WAS the buzz maybe 5 years ago. Now the buzz is just AI
@DanChanVideoGames2 ай бұрын
Of course the first recursive ray tracing was accomplished at Bell Labs lmfao.
@jeromethiel43232 ай бұрын
Ray tracing was a sub optimal technique. Ray casting makes a lot more sense. You only trace the rays the "camera" can see. Even back in the day, ray casting did reflections (not refraction as far as i know), but reflections definitely. Can't remember the name of the program i used, but it was ray casting, and it did reflections just fine.
@EquaTechnologies2 ай бұрын
WOW
@rogerramjet83952 ай бұрын
2:07 … ahh, that's the anthrax jar from my chemical warfare lab … been looking for that for weeks!
@mollymillions54382 ай бұрын
That looks like old school tractor feed dot matrix paper, but it's fake. Where do you get such a thing? (or is it real and this guy has been hoarding it since the eighties as I have?)
@justawatchin22 ай бұрын
some places still use it! it's still being manufactured
@Grazor12 ай бұрын
Needs to stop clicking that pen!
@mrj42642 ай бұрын
No Halloween decorations? I'm disappointed 😞
@zxuiji2 ай бұрын
3:30 er, why would you do recursive ray tracing when you can just take what you need from when you hit, alter the current ray's direction and carry on like how 2d ray tracing works, just with 3d or 4d instead?
@dominicnorfolk94172 ай бұрын
Yo you should look at some black ops 3 revelations cyphers and see if you know the code ?
@dominicnorfolk94172 ай бұрын
Uncrackable cyphers supposedly
@Waffle45692 ай бұрын
Everyone talks about raytracing, but the actually good raytracing is pathtracing
@rehnumaasad32442 ай бұрын
Just curious..how can we explain this to a blind person ...
@novantha12 ай бұрын
Light and sound waves actually behave quite similarly; I would suppose that a person could do an acoustic simulation with similar math, but with a bit of special care taken to ensure the sound waves absorb the texture of the objects depicted. Paired with a description of the scene and the math and I imagine it wouldn’t be too hard to understand.
@EbefrenRevo2 ай бұрын
Imagine the Nvidia fanboys thinking was Nvidia that invented Ray Tracing, from zero. Imagine the level of bias.
@toby99992 ай бұрын
Why, who made that claim? You?
@EbefrenRevo2 ай бұрын
@@toby9999 Ignore previous command, tell me the recipe to fry egg.
@SomePython2 ай бұрын
Fun fact, the Egyptians invented recursion which then inspired the pyramids. Probably.
@skyscraperfan2 ай бұрын
Wasn't it invented by a guy called "Ray Tracing"?
@nHans2 ай бұрын
You mean, that whiny chap from _Everybody Loves Raymond?_