Ray tracing

Reference:

texture level of detail strategies for real-time ray tracing - 2019

Ray Tracing Gems - hybrid rendering for real-time ray tracing - 2019

Adventures in Sampling Points on Triangles (Part 1) - 2019

A hybrid rendering pipeline for realtime rendering: (When) is raytracing worth it? - 2019

Tips and Tricks: Ray Tracing Best Practices - 2019

An unbiased look at real-time raytracing - 2019

GPU Path Tracing in Unity – Part 3 - 2019

"An Introduction to Ray Tracing" is now free for download - 2019

Q2VKPT - 2019

Re-reading An Introduction to Ray Tracing - 2019

siggraph course: path tracing in production 2019

Wavefront Path Tracing - 2019

Video Series: Path Tracing for Quake II in Two Months - 2019

Axis-Aligned Bounding Tetrahedra and Octahedra for Ray Tracing Bounding Volume Hierarchies - 2019

Are we done with Ray Tracing? - 2019

GDC19 show guide from NVIDIA - 2019

DirectX Raytracing: Real-Time Denoised Raytraced Ambient Occlusion - 2019

Ray Tracing Denoising - 2019

Faster Shadow Rays on RTX - 2019

Path Tracing Review - 2019

How we made Neon Noir - Ray Traced Reflections in CRYENGINE and more! - 2019

Flexible Ray Traversal with an Extended Programming Model - 2019

Accelerated Ray Tracing in One Weekend in CUDA - 2018

Announcing Microsoft DirectX Raytracing! - 2018

DirectX Raytracing is the first step toward a graphics revolution - 2018

Game Ray Tracing: State-of-the-Art and Open Problems - 2018

Pathtracing Coherency - 2018

Some thoughts re Raytracing post-Siggraph 2018

Introduction to DirectX RayTracing - 2018

Real-Time rendering’s next frontier: Adopting lessons from offline ray tracing to real-time ray tracing for practical pipelines - 2018

Scatter Kernel - 2018

Effectively Integrating RTX Ray Tracing into a Real-Time Rendering Engine - 2018

DXRPathTracer - 2018

Flavors of Sampling in Ray Tracing - 2018

Video Series: Practical Real-Time Ray Tracing With RTX - 2018

From screen space to voxel space - 2018

Introduction to NVIDIA RTX and DirectX Ray Tracing - 2018

DX12 Ray Tracing Tutorials - 2018

Hybrid raytraced shadows part 2: performance improvements - 2018

Real-Time Ray Tracing of Correct* Soft Shadows - 2018

hybrid raytraced shadows part 2: performance improvements - 2018

Ray Tracing and Gaming - One Year Later - 2008

Ray Tracing and Gaming - Quake 4: Ray Traced Project - 2006

Ray Tracing: Graphics for the Masses - 1997

Metal Raytracer - Implementing diffuse BRDF

Metal ray-tracer

Real-Time Ray Tracing of Correct* Soft Shadows

Adding multiple bounces

Improving material system

iorange.github.io

Leveraging Ray Tracing Hardware Acceleration In Unity

http://www.realtimerendering.com/raytracing/roundup.html

GTC 2020: RTXGI: Scalable Ray Traced Global Illumination in Real Time

nvidia webinar - ray tracing essentials

On Ray Reordering Techniques for Faster GPU Ray Tracing

Ray Tracing Essentials Part 5: Ray Tracing Effects

How we made Neon Noir - Ray Traced Reflections in CRYENGINE and more!

Real-Time Ray Tracing Summit

Implementing Stochastic Levels of Detail with Microsoft DirectX Raytracing

Ray Tracing Essentials Part 7: Denoising for Ray Tracing

Accelerating Ray Tracing with Origin Offsets

SIGGRAPH Spotlight: Episode 35 – Real-Time, Ray Tracing, and Realism

Top Nine Questions About the ‘Ray Tracing Essentials’ series from Developers

The Forge - Raytracing Benchmarks

Distance Field Ray Tracing Part 1: Volume Textures and Ray Marching Primer

Open-Source Ray Tracers and Path Tracers

Ray Tracing Essentials, Part 1: Basics of Ray Tracing

Enable Ray Tracing: Two-Level Acceleration Structure

Ray Tracing Essentials Part 4: The Ray Tracing Pipeline

Ray Tracing Essentials Part 2: Rasterization versus Ray Tracing

Ray Tracing Essentials Part 3: Ray Tracing Hardware

Ray Tracing Denoising

Coherency gathering in ray tracing: the benefits of hardware ray tracking

DirectX Raytracing (DXR) Tier 1.1

The RTX Shader Binding Table Three Ways

Casual Shadertoy Path Tracing 1: Basic Camera, Diffuse, Emissive

Why DXR 1.1 vs 1.0?

Ray Marching Fog With Blue Noise

Axis-Aligned Bounding Tetrahedra and Octahedra for Ray Tracing Bounding Volume Hierarchies

Casual Shadertoy Path Tracing 2: Image Improvement and Glossy Reflections

Casual Shadertoy Path Tracing 3: Fresnel, Rough Refraction & Absorption, Orbit Camera

Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting

Using Blue Noise For Raytraced Soft Shadows

Volumetric Rendering Part 1

Volumetric Rendering Part 2

Performance Evaluation of Acceleration Structures for Cone Tracing Traversal

Raytraced Shadows in Call of Duty: Modern Warfare

https://research.activision.com/publications/2020-10/raytraced-shadows-in-call-of-duty--modern-warfare

Marvel's Spider-Man PS5 Ray Tracing Analysis - The Challenge of RT in First-Gen Games

https://www.youtube.com/watch?v=crjbA-_SoFg&feature=youtu.be

Wavefront Path Tracing - 2019

https://jacco.ompf2.com/2019/07/18/wavefront-path-tracing/

Speeding Up Lighthouse 2 - 2020

https://jacco.ompf2.com/2020/04/07/speeding-up-lighthouse-2/