There are other efforts out there, such as Apple's support for ray tracing in their Metal API. Will Usher has API-agnostic articles on real-time ray tracing, including one on the shader binding table and on faster ways of computing shadows. Jacco Bikker has written a set of 10 articles on building and updating a modern bounding volume hierarchy, representing triangles, and much else, and it includes working programs on Windows. Their Nsight Graphics tool has support for ray tracing debugging. With Microsoft's announcement of the DXR ray tracing API for DirectX in March 2018 at the Games Developers Conference, real-time ray tracing has become synonymous with this effort, along with initiatives in Vulkan such as NVIDIA's ( video here). Talks from NVIDIA's GTC conferences and GDC 2019 are available for viewing and download. Will Usher's blog includes articles on using the new ray tracing APIs effectively. These often contain links to interactive ray tracing articles. SIGGRAPH 2019: All ray and path tracing related events and links to slides, notes, and papers listed here also see the SIGGRAPH 2019 links.įor light transport in general, TU Wien provides 39 YouTube videos from their course on light transport, along with slide sets and other resources.įor newer articles, I highly recommend Jendrik Illner's weekly reports. Matt Pettineo also has a path tracer using DXR.
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NVIDIA's blog has practical information, such as on profiling ray performance and on stochastic levels of detail.Īras Pranckevičius has an in-depth series on writing a path tracer, with many more links to resources (which we mostly will not copy here). Such as Matt Pharr's, Peter Shirley's, as well as pieces such as as Demofox's Path Tracing – Getting Started With Diffuse and Emissive and Anders Lindqvist's Pathtracing Coherency. Much useful information can be found in blogs These can also serve as a guide to important papers in their areas, as each article begins with a summary of previous work. Newer papers are usually found in conference proceedings, Once you are past the basics, dig into the literature. Taking it a step further, smallpt provides global illumination in 99 lines. Resources: NVIDIA ray tracing articles, SIGGRAPH 2019 links, Jendrik Illner's summaries or search his database.įor basic ray/object intersection algorithm references, see our object/object intersection page.įor pure amusement, Andrew Kensler's minimal ray tracer is worth a look. There are plenty of more books, some now free, listed in our books section, with Kevin Suffern's book being a slightly-dated but good choice for a more in-depth introductory book focused on the topic.īlogs related to ray tracing: Aras's, Pete Shirley's, Ingo Wald's, Wolfgang Engel's, Alan Wolfe's, Microsoft, NVIDIA.
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Morgan McGuire's now-free Graphics Codex discusses basic ray casting and other related topics, providing code snippets ( main site). Other short tutorials can be found at Scratchapixel.
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SIGGRAPH has a free seven-hour course led by Rajesh Sharma each opens with a ten-minute interview with someone working in the field. Peter Shirley's free books are a fast and free way to dig into the topic and learn by coding there's even a CUDA (and another CUDA (and OpenMP)) implementation. For a more comprehensive course on computer graphics in general, see Cem Yuksel's lectures at the University of Utah.
We list below free (and non-free) books on ray tracing.įirst, for a quick introduction to what ray tracing is about, watch the Ray Tracing Essentials series (the first talk also has a version with Chinese subtitles), or read Scratchapixel's set of six short articles.Īlso, the Disney video on path tracing gives an intuitive sense of how this algorithm works. The online references page for this chapter provides URLs for references cited. We wrote a free chapter called Real-Time Ray Tracing for our book, as events after the manuscript was delivered to the publisher practically demanded it. It is not exhaustive, nor exhausting, but rather sources of information that we have found useful.
This page gathers some resources about ray tracing in its various forms.