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20. February 2019


Finishing in hard cover form just in time for GTC 2019, NVidia and APress have team up to author Ray Tracing Gems, a book on real-time raytraced graphics development in the popular “Gems” format.  Even better, they are making digital chapters available as they are developed, free to those with a NVidia developer account (which is also free).  The chapters are distributed under the Creative Commons 4.0 International License and are available for download here.  Unfortunately Part 5 is currently missing and parts 6 and 7 are slated to be published later this week.

Here is the current table of contents from the RealTimeRendering homepage:

  • 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
    • 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
  • 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
    • 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
  • 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
    • 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
    • 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
  • 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 Schander, 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

  • Once compiled the electronic version of the book will remain freely downloadable, although in what formats has yet to be determined.

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