Chapter 0: Fundamentals - ARENA
In our initial setup, the camera will be a single point at the origin, and the screen will be the plane at x=1. Objects in the world consist of triangles, where triangles are represented as 3 points in 3D space (so 9 floating point values per triangle). You can build any shape out of sufficiently many triangles and your Pikachu will be made from 412 triangles. The camera will emit one or more rays, where a ray is represented by an origin point and a direction point. Conceptually, the ray is emitted from the origin and continues in the given direction until it intersects an object. We have no concept of lighting or color yet, so for now we'll say that a pixel on our screen should show a bright color if a ray from the origin through it intersects an object, otherwise our screen should be dark. To start, we'll let the z dimension in our (x, y, z) space be zero and work in the remaining two dimensions. Implement the following make_rays_1d function so it generates some rays coming out of th
1️⃣ Rays & Segments Learning Objectives Learn how to create PyTorch tensors in a variety of ways Understand how to parametrize lines and rays in 2D Learn about type annotations and linear operations in PyTorch 1D Image Rendering In our initial setup, the camera will be a single point at the origin, and the screen will be the plane at x=1. Objects in the world consist of triangles, where triangles are represented as 3 points in 3D space (so 9 floating point values per triangle). You can build any shape out of sufficiently many triangles and your Pikachu will be made from 412 triangles. The came
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