dannyfritz / Awesome Ray Tracing
Licence: cc0-1.0
Curated list of ray tracing resources
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Awesome Ray Tracing
A curated list of ray tracing resources. PR's welcome!
Table of Contents
- Glossary of Terms
- What is Ray Tracing?
- Iconic Publications
- Path Tracing
- Photon Mapping
- Math
- Ray Casting
- BxDF
- Sampling Methods
- Denoising, Filtering, and Reconstruction
- Realtime
- Reference Scenes
- News
- API's
Legend
Icon | Meaning |
---|---|
📖 | Reading |
📺 | Video |
💾 | Code / Asset |
Glossary of Terms
What is Ray Tracing?
- 📺 Ray Tracing Essentials - (2020) Eric Haines
- 📺 Disney's Practical Guide to Path Tracing - (2016) Disney
- 📖 What’s the Difference Between Ray Tracing and Rasterization? - (2018) Brian Caulfield
- 📖 Ray Tracing Resources Page - (2018) Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michał Iwanicki, and Sébastien Hillaire
- 📖 An Introduction to Ray Tracing - (1991) Andrew Glassner
- 📖 Physically Based Rendering Book (PBR) - (2018) Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann
- 📖 Ray Tracing in One Weekend - (2016) Peter Shirley
- 📺 An Explanation of the Rendering Equation - (2019) Eric Arnebäck
- 📺 Ray Marching for Dummies! - (2018) Martijn Steinrucken
- 📺 Rendering / Ray Tracing Course - (2017) TU Wien
Iconic Publications
- 📖 Some Techniques for Shading Machine Renderings of Solids - (1968) Arthur Appel
- 📖 An Improved Illumination Model for Shaded Display - (1979) * J.D. Foley and Turner Whitted*
- 📖 The Rendering Equation - (1986) James T. Kajiya
- 📖 Robust Monte Carlo Methods for Light Transport Simulation (1998) - Eric Veach
- 📖 Global Illumination Compendium - (2003) Philip Dutré
Path Tracing
- 📖 Path Tracing - (2017) Fabio Pellacini and Steve Marschner
- 📖 Path Tracing in Production - (2018) Luca Fascione, Johannes Hanika, Rob Pieké, Ryusuke Villemin, Christophe Hery, Manuel Gamito, Luke Emrose, and André Mazzone
- 📖 Path Tracing Coherency - Anders Lindqvist
- 📖 Path Traced Depth of Field and Bokeh - (2018) Alan Wolfe
- 📖 Daily Path Tracer - (2018) Aras Pranckevičius
- 📖 Microfacet-based Normal Mapping for Robust Monte Carlo Path Tracing - (2017) Vincent Schüssler, Eric Heitz, Johannes Hanika, Carsten Dachsbacher
Photon Mapping
Math
- 📖 PBRT Chapter 2 Geometry and Transformations - (2018) Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann
- 📖 PBRT Chapter 3 Shapes - (2018) Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann
- 📖 Immersive Math - Linear Algebra - (2015) J. Ström, K. Åström, and T. Akenine-Möller
- 📺 Linear Algebra - Khan Academy
Ray Casting
- 📖 Ray-Triangle Intersection: Geometric Solution - Scratchapixel
- 📖 Realtime Rendering Object/Object Intersection Page - (2019) Eric Haines
- 📖 ERIT: A Collection of Efficient and Reliable Intersection Tests - (1998) Martin Held
- 📖 Introduction to Acceleration Structures - Scratchapixel
- 📖 PBRT Chater 4 Primitives and Intersection Acceleration - (2018) Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann
- 📖 Dynamic BVH - (2019) Erin Catto
- 📺 How to Make 3D Fractals
BxDF
- 📖 PBRT Chapter 5.6 Surface Reflection - (2018) Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann
- 📖 PBRT Chapter 8 Reflection Models - (2018) Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann
- 📖 PBRT Chapter 9 Materials - (2018) Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann
- 📖 PBRT Chapter 11 Volume Scattering - (2018) Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann
- 📺 Geometric Optics Playlist - (2013) Doc Schuster
- 📖 Physically Based Sky, Atmosphere, and Cloud Rendering in Frostbite - (2016) Sebastien Hillaire
- 📖 Revisiting Physically Based Shading in ImageWorks - (2017) Christopher Kulla & Alejandro Conty
- 📖 A Multifaceted Explanation Part 1 - (2018) Stephen Hill
Sampling Methods
- 📖 PBRT Chapter 7 - (2018) Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann
- 📖 Generating Random Points in a Sphere - (2018) Karthik Karanth
- 📖 Robust Monte Carlo Methods Chapters 2, 9, & 11 - (1998) Eric Veach
- 📖 Flavors of Sampling in Ray Tracing - (2018) Peter Shirley
- 📺 Continuous Multiple Importance Sampling - SIGGRAPH 2020 - (2020) Rex West, Iliyan Georgiev , Adrien Gruson , Toshiya Hachisuka
- 📖 Position-Free Monte Carlo Simulation for Arbitrary Layered BSDFs - (2018) Yu Guo, Miloš Hašan, Shuang Zhao
- 📖 Monte Carlo Integration - Anders Lindqvist
- 📖 Monte Carlo Integration Explanation in 1D - (2018) Alan Wolfe
- 📖 Importance Sampling techniques for GGX with Smith Masking-Shadowing Part 1 - (2018) Joe Schutte
- 📖 Double Hierarchies for Directional Importance Sampling in Monte Carlo Rendering - (2018) Norbert Bus and Tamy Boubekeur
- 📖 Importance Sampling of Many Lights with Adaptive Tree Splitting - (2018) Alejandro Conty and Christopher Kulla
- 📖 Monte Carlo Methods for Volumetric Light Transport Simulation - (2018) Jan Novák, Iliyan Georgiev, Johannes Hanika, and Wojciech Jarosz
Denoising, Filtering, and Reconstruction
- 📺 RTX Coffee Break: Ray Tracing and Denoising - (2018) Edward Lu
- 📺 RTX Coffee Break: Ray Traced Reflections and Denoising - (2018) Edward Lu
- 📖 Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global Illumination - (2017) Christoph Schied, Anton Kaplanyan, Chris Wyman, Anjul Patney, Chakravarty R. Alla Chaitanya, John Burgess, Shiqiu Liu, Carsten Dachsbacher, Aaron Lefohn, Marco Salvi
- 📖 Multidimensional Adaptive Sampling and Reconstruction for Ray Tracing - (2008) Toshiya Hachisuka, Wojciech Jarosz, Richard Peter Weistroffer, Kevin Dale, Greg Humphreys, Matthias Zwicker, and Henrik Wann Jensen
Realtime
- 📖 Real-Time Rendering Chapter - (2018) Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michał Iwanicki, and Sébastien Hillaire
- 📺 Real-Time Raytracing for Interactive Global Illumination Workflows in Frostbite / Shiny Pixels and Beyond: Real-Time Raytracing at SEED - (2018) Sébastien Hillaire, Johan Andersson, and Colin Barré-Brisebois
- 📖 Real-Time Ray Tracing of Correct* Soft Shadows - (2018) Stephen Hill and Morgan McGuire
- 📺 Stochastic All the Things: Raytracing in Hybrid Real-Time Rendering - (2018) Tomasz Stachowiak
- 📖 Adopting Lessons From Offline Ray-Tracing to Real-Time Ray-Tracing for Practical Pipelines - (2018) Matt Pharr
- 📖 Game Ray Tracing: State-of-the-Art and Open Problems - (2018) Colin Barré Brisebois
- 💾 Sol-R, an Open-Source CUDA/OpenCL Speed Of Light Ray-tracer
Reference Scenes
- 💾 McGuire Computer Graphics Archive
- 💾 Benedikt Bitterli
- 💾 PBRT Scenes v3
- 💾 ORCA: Open Research Content Archive
- 💾 Disney Data Sets
News
API's
- Vulkan Ray Tracing
- Nvidia RTX
- Microsoft DirectX Raytracing (DXR)
- Nvidia OptiX
- AMD Radeon-Rays
- Intel Embree
Vulkan Ray Tracing
Nvidia RTX
- 📖 NVIDIA Vulkan Ray Tracing Tutorial - (2018) NVidia
- 📖 Introduction to Real-Time Ray Tracing with Vulkan - (2018) Nuno Subtil
- 📖 Vulkan Raytracing Tutorials - (2018) iOrange
- 📺 Video Series: Practical Real-Time Ray Tracing With RTX - (2018) Nvidia
- 📖 Effectively Integrating RTX Ray Tracing into a Real-Time Rendering Engine - (2018) Juha Sjoholm
Microsoft DirectX Raytracing (DXR)
- 📺📖 Introducion to DirectX Raytracing - (2018) Chris Wyman, Shawn Hargreaves, Peter Shirley, Colin Barré-Brisebois
- 📖 DX12 Ray Tracing Tutorials - (2018) Martin-Karl Lefrançois and Pascal Gautron
- 💾 DXRPathTracer
- 📺 Real-Time Ray Tracing for Interactive Global Illumination Workflows in Frostbite - (2018) Sebastien Hillaire, Charles de Rousiers, Diede Apers and Petter Edblom
Nvidia OptiX
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