Quick Links~
# Quick Links~
# Self Learning notes
Ray Tracing in One Weekend
# Note on “Ray tracing in one week” - Part 0
This part talks about rewriting some code with some good practices.
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# Note on “Ray tracing in one week” - Part 1
This part talks about basic image generation, Vec3, and how ray tracer produce rays
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# Note on “Ray tracing in one week” - Part 2
This part talks about how to render a sphere and add shading to it.
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# Note on “Ray tracing in one week” - Part 3
This part talks about the direction of normal vector, how to store multiple hittable objects, and some code simplification.
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# Note on “Ray tracing in one week” - Part 4
This part talks about anti-aliasing and diffuse material
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# Note on “Ray tracing in one week” - Part 5
This part talks about Lambertian reflection, gamma correction, and materials
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# Note on “Ray tracing in one week” - Part 6
This part talks about rendering dielectrics and camera zooming in.
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# Note on “Ray tracing in one week” - Part 7
This part talks about rotating and positioning the camera, and implementing defocus blur.
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Ray Tracing: The Next Week
# Note on “Ray Tracing The Next Week” - Part 1
This part talks about the remastering of the code and the implementation of motion blur
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# Note on “Ray Tracing The Next Week” - Part 2
This part talks about bounding volume hierarchy and how can it improve the performance.
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# Note on “Ray Tracing The Next Week” - Part 3
This part talks about texture mapping
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# Note on “Ray Tracing The Next Week” - Part 4
This part talks about generating solid textures and simple terrain generation with noises
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# Note on “Ray Tracing The Next Week” - Part 5
This part will talk about quadrilaterals and triangles
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Introduction to Algorithms
C++ concurrency in action
# Chapter 2 - Part 1. Managing Threads
This part talks about starting threads, waiting a thread to finish or leaving it to run, and using parameters to thread.
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# Chapter 2 - Part 2. Managing Threads
This part talks about using thread as objects, concurrency with threads, and uniquely identifying threads
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# Chapter 3 - Part 1. Sharing data between threads
This part talks about sharing data between threads and how to implement a protective wrapper.
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# Chapter 3 - Part 2. Sharing data between threads
This part talks about deadlock, general guidline to follow to avoid deadlock, and how good choice of mutex and language trait can optimize code.
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# Chapter 4 - Part 1. Syncronizing concurrent operations
This part talks about scenarios that we need to wait for events or other threads, and one way to achieve this
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# Chapter 4 - Part 2. Syncronizing concurrent operations
This part talks about how to synchronize concurrent operations with futures.
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# Chapter 4 - Part 3. Syncronizing concurrent operations
This part talks about functional programming style concurrency and CSP-style concurrency.
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# 1. beginning
This part talks aboutmaking a demo website with purely yew
Read More# 0. environment
This is the environment setup for the following series
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