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awesome-ray-tracing
Curated list of ray tracing resources
https://github.com/dannyfritz/awesome-ray-tracing
Last synced: 4 days ago
JSON representation
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API's
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Nvidia RTX
- Effectively Integrating RTX Ray Tracing into a Real-Time Rendering Engine - (2018) *Juha Sjoholm*
- 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*
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Microsoft DirectX Raytracing (DXR)
- DX12 Ray Tracing Tutorials - (2018) *Martin-Karl Lefrançois and Pascal Gautron*
- Real-Time Ray Tracing for Interactive Global Illumination Workflows in Frostbite - (2018) *Sebastien Hillaire, Charles de Rousiers, Diede Apers and Petter Edblom*
- Introducion to DirectX Raytracing - (2018) *Chris Wyman, Shawn Hargreaves, Peter Shirley, Colin Barré-Brisebois*
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Nvidia OptiX
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Vulkan Ray Tracing
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What is Ray Tracing?
- Ray Tracing: The Next Week - (2016) *Peter Shirley*
- Ray Tracing: The Rest of Your Life - (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*
- 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*
- Ray Tracing in One Weekend - (2016) *Peter Shirley*
- Ray Tracing Essentials - (2020) *Eric Haines*
- Disney's Practical Guide to Path Tracing - (2016) *Disney*
- Disney's Practical Guide to Path Tracing - (2016) *Disney*
- What’s the Difference Between Ray Tracing and Rasterization? - (2018) *Brian Caulfield*
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Iconic Publications
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Path Tracing
- Path Tracing - (2017) *Fabio Pellacini and Steve Marschner*
- Path Tracing Coherency - *Anders Lindqvist*
- Path Traced Depth of Field and Bokeh - (2018) *Alan Wolfe*
- Daily Path Tracer - (2018) *Aras Pranckevičius*
- Path Tracing in Production - (2018) *Luca Fascione, Johannes Hanika, Rob Pieké, Ryusuke Villemin, Christophe Hery, Manuel Gamito, Luke Emrose, and André Mazzone*
- Microfacet-based Normal Mapping for Robust Monte Carlo Path Tracing - (2017) *Vincent Schüssler, Eric Heitz, Johannes Hanika, Carsten Dachsbacher*
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Photon Mapping
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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*
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Ray Casting
- Ray-Triangle Intersection: Geometric Solution - *Scratchapixel*
- 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
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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*
- A Multifaceted Explanation Part 2 - (2018) *Stephen Hill*
- A Multifaceted Explanation Part 3 - (2018) *Stephen Hill*
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Sampling Methods
- PBRT Chapter 7 - (2018) *Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann*
- Generating Random Points in a Sphere - (2018) *Karthik Karanth*
- 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*
- Importance Sampling techniques for GGX with Smith Masking-Shadowing Part 2 - (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*
- Robust Monte Carlo Methods Chapters 2, 9, & 11 - (1998) *Eric Veach*
- Monte Carlo Methods for Volumetric Light Transport Simulation - (2018) *Jan Novák, Iliyan Georgiev, Johannes Hanika, and Wojciech Jarosz*
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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*
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Realtime
- 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 Rendering Chapter - (2018) *Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michał Iwanicki, and Sébastien Hillaire*
- 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*
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Reference Scenes
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