PATH TRACER made by 15-YEAR-OLD in C++ OpenGL! // Code Review

The Cherno

The Cherno

36 min, 56 sec

A detailed code review of a path tracer project created by a 15-year-old Ukrainian programmer, exploring the code structure, rendering techniques, and potential improvements.

Summary

  • The host introduces the video from a new office, planning to review a path tracer project submitted by a young programmer named Edward.
  • Edward's project is a path tracer written in C++ using OpenGL, which he has worked on for about five months.
  • The host discusses the architecture of the code, highlighting the presence of unnecessary absolute paths and the importance of using relative paths for portability.
  • The video covers the initial setup of OpenGL, the creation of shaders, and the implementation of a simple bloom effect within the fragment shader.
  • The host suggests using uniform buffers instead of setting individual uniforms and discusses potential improvements in the random number generation used for the path tracing.

Chapter 1

Introduction and Overview

0:00 - 47 sec

Host CH introduces the video series, the new office, and the purpose of the code review series.

Host CH introduces the video series, the new office, and the purpose of the code review series.

  • CH welcomes viewers back to the code review series.
  • He mentions being in a new office that is still being set up.
  • The focus of this episode is to review a new project, moving away from the previous 2,000-hour game engine topic.

Chapter 2

Introduction to the Path Tracer Project

0:47 - 1 min, 14 sec

The host introduces the path tracer project submitted by Edward, a 15-year-old programmer from Ukraine.

The host introduces the path tracer project submitted by Edward, a 15-year-old programmer from Ukraine.

  • Edward's email introduces himself and his path tracer project.
  • The project is written in C++ using OpenGL and has been in development for approximately five months.
  • Edward's code repository contains a Visual Studio solution file, aiming for straightforward setup.

Chapter 3

Analyzing the Project Structure

2:01 - 1 min, 57 sec

CH examines the GitHub repository of the path tracer project, noting the use of libraries and the project's Visual Studio setup.

CH examines the GitHub repository of the path tracer project, noting the use of libraries and the project's Visual Studio setup.

  • The GitHub repository is briefly reviewed, noting the inclusion of libraries and certain files.
  • CH clones the project to inspect it locally and discusses the pros and cons of including executables in the repository.
  • He comments on the absolute paths used in the project settings and provides advice on using relative paths.

Chapter 4

Initial Build Attempt and Fixes

3:58 - 1 min, 12 sec

The host attempts to build the project and encounters errors due to absolute paths, which he then corrects.

The host attempts to build the project and encounters errors due to absolute paths, which he then corrects.

  • Upon attempting to build the project, CH encounters errors related to absolute include paths.
  • He demonstrates how to correct the issue by using Visual Studio's macros for relative paths.
  • After making the adjustments, the project builds successfully.

Chapter 5

Running the Path Tracer and Observations

5:11 - 6 min, 57 sec

The path tracer runs, but with some issues, leading CH to explore the rendering and potential causes of the problems observed.

The path tracer runs, but with some issues, leading CH to explore the rendering and potential causes of the problems observed.

  • The path tracer runs, but CH encounters issues with full-screen mode and viewport resizing.
  • He examines the rendering results and the use of an HDR skybox, noting some unusual behavior in the image brightness over time.
  • CH speculates on the potential reasons for the brightness shifts and the architecture of the path tracing on the GPU.

Chapter 6

Code Structure and Recommendations

12:08 - 1 min, 53 sec

CH discusses the overall code structure, offering advice on project organization and architecture for better maintenance and potential scalability.

CH discusses the overall code structure, offering advice on project organization and architecture for better maintenance and potential scalability.

  • He advises cleaning up the main function to be as lean as possible.
  • CH suggests segregating different functionalities into classes and files for better organization.
  • He talks about the importance of establishing a proper application lifecycle and event system.

Chapter 7

Rendering Techniques and OpenGL Setup

14:01 - 9 min, 12 sec

The host dives into the rendering techniques used in the project, including OpenGL setup, shader creation, and rendering the scene.

The host dives into the rendering techniques used in the project, including OpenGL setup, shader creation, and rendering the scene.

  • CH discusses the use of OpenGL 3.3 and suggests using a more recent version like 4.6.
  • He explores how shaders are created and used for drawing in the project.
  • The video covers the use of bloom effects and postprocessing steps within the rendering loop.

Chapter 8

Conclusion and Next Steps

23:14 - 13 min, 43 sec

CH wraps up the video with final thoughts on the project's code and expresses enthusiasm for continuing the series in another episode.

CH wraps up the video with final thoughts on the project's code and expresses enthusiasm for continuing the series in another episode.

  • He summarizes his findings and expresses interest in the project, indicating it will likely become a multi-episode review.
  • CH shares his excitement about the path tracing and rendering techniques used in the project.
  • He encourages viewers to share their thoughts and indicates a desire to return to his ray tracing series.

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