News

The Ray Tracing Gems II Call For Participation is now available.

About

This book is a collection of articles focused on ray tracing techniques for serious practitioners. Like other "gems" books, it focuses on subjects commonly considered too advanced for introductory texts, yet rarely addressed by research papers.

The electronic version of this books is free to download, and can be shared under the terms of the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. We link to two versions:

The original Apress download page . This site links to the PDF of the printed book and PDFs for individual articles, and the book can be searched without any downloading.

. This site links to the PDF of the printed book and PDFs for individual articles, and the book can be searched without any downloading. Unofficial PDF with most errata corrected, v. 1.7. The book is under this Open Access license, so we have produced an unofficial, updated PDF version with most errata corrected in it. The title page has a explanation on the second page and a note of "version 1.7, 1/21/2020."

The book is also available for free on Google Play and Kindle (UK Kindle; Germany Kindle).

The book has a code repository and errata page.

To order the hardback edition you can visit Amazon (paid link) or Apress.

This book is not focused on the basics, as there are many wonderful books on ray tracing, including a few that are free. We have also collected together some ray tracing resources.

The 25-minute talk at SIGGRAPH 2019, running through the book's contents, is here, PDF of slides here. The longer, 50-minute version at GDC 2019 is here, PDF of slides here.

Videos are available for the Ray Tracing Gems 1.1 session at SIGGRAPH 2019, which presented seven of the articles from the book. Direct links to these videos are given in the Table of Contents below.

Table of Contents

Preface

Foreword by Turner Whitted and Martin Stich

Contributors

Notation

PART 1: RAY TRACING BASICS, editor: Chris Wyman 1. Ray Tracing Terminology, by Eric Haines and Peter Shirley 2. What is a Ray? by Peter Shirley, Ingo Wald, Tomas Akenine-Möller, and Eric Haines 3. Introduction to DirectX Raytracing, by Chris Wyman and Adam Marrs 4. A Planetarium Dome Master Camera, by John E. Stone 5. Computing Minima and Maxima of Subarrays, by Ingo Wald

PART 2: INTERSECTIONS AND EFFICIENCY, editor: Ingo Wald 6. A Fast and Robust Method for Avoiding Self-Intersection, by Carsten Wächter and Nikolaus Binder 7. Precision Improvements for Ray/Sphere Intersection, by Eric Haines, Johannes Günther, and Tomas Akenine-Möller 8. Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections, by Alexander Reshetov (video) 9. Multi-Hit Ray Tracing in DXR, by Christiaan Gribble 10. A Simple Load-Balancing Scheme with High Scaling Efficiency, by Dietger van Antwerpen, Daniel Seibert, and Alexander Keller (video)

PART 3: REFLECTIONS, REFRACTIONS, AND SHADOWS, editor: Peter Shirley 11. Automatic Handling of Materials in Nested Volumes, by Carsten Wächter and Matthias Raab 12. A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem, by Alejandro Conty Estevez, Pascal Lecocq, and Clifford Stein (video) 13. Ray Traced Shadows: Maintaining Real-Time Frame Rates, by Jakub Boksansky, Michael Wimmer, and Jiri Bittner 14. Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR, by Holger Gruen

PART 4: SAMPLING, editor: Alexander Keller 15. On the Importance of Sampling, by Matt Pharr 16. Sample Transformations Zoo, by Peter Shirley, Samuli Laine, David Hart, Matt Pharr, Petrik Clarberg, Eric Haines, Matthias Raab, and David Cline 17. Ignoring the Inconvenient When Tracing Rays, by Matt Pharr 18. Importance Sampling of Many Lights on the GPU, by Pierre Moreau and Petrik Clarberg (video)

PART 5: DENOISING AND FILTERING, editor: Jacob Munkberg 19. Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising, by Edward Liu, Ignacio Llamas, Juan Cañada, and Patrick Kelly (video) 20. Texture Level of Detail Strategies for Real-Time Ray Tracing, by Tomas Akenine-Möller, Jim Nilsson, Magnus Andersson, Colin Barré-Brisebois, Robert Toth, and Tero Karras (video) 21. Simple Environment Map Filtering Using Ray Cones and Ray Differentials, by Tomas Akenine-Möller and Jim Nilsson 22. Improving Temporal Antialiasing with Adaptive Ray Tracing, by Adam Marrs, Josef Spjut, Holger Gruen, Rahul Sathe, and Morgan McGuire (video)

PART 6: HYBRID APPROACHES AND SYSTEMS, editor: Morgan McGuire 23. Interactive Light Map and Irradiance Volume Preview in Frostbite, by Diede Apers, Petter Edblom, Charles de Rousiers, and Sébastien Hillaire 24. Real-Time Global Illumination with Photon Mapping, by Niklas Smal and Maksim Aizenshtein 25. Hybrid Rendering for Real-Time Ray Tracing, by Colin Barré-Brisebois, Henrik Halén, Graham Wihlidal, Andrew Lauritzen, Jasper Bekkers, Tomasz Stachowiak, and Johan Andersson 26. Deferred Hybrid Path Tracing, by Thomas Willberger, Clemens Musterle, and Stephan Bergmann 27. Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization, by John E. Stone

PART 7: GLOBAL ILLUMINATION, editor: Matt Pharr 28. Ray Tracing Inhomogeneous Volumes, by Matthias Raab 29. Efficient Particle Volume Splatting in a Ray Tracer, by Aaron Knoll, R. Keith Morley, Ingo Wald, Nick Leaf, and Peter Messmer 30. Caustics Using Screen Space Photon Mapping, by Hyuk Kim 31. Variance Reduction via Footprint Estimation in the Presence of Path Reuse, by Johannes Jendersie 32. Accurate Real-Time Specular Reflections with Radiance Caching, by Antti Hirvonen, Atte Seppälä, Maksim Aizenshtein, and Niklas Smal



Cover

Bibtex entry:

@book{Haines2019, title = {Ray Tracing Gems}, editor = {Eric Haines and Tomas Akenine-M\"oller}, publisher = {Apress}, year = {2019}, note ={\url{http://raytracinggems.com}}, }