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Ray Tracing Essentials, Part 1: Basics of Ray Tracing

news.developer.nvidia.com

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Re: Ray Tracing Essentials, Part 1: Basics of Ray Tracing

#4
Dear NVidia, While I and many others appreciate the quality of your video, in an age where people are distributing ray-tracing code on business cards, there’s not a ton of value in producing even more “Basics” or “Essentials” of ray tracing educational material.

What would provide most of us with interest in ray tracing real value is expanding on the territory covered by the PBRT book, making the material it covers more accessible, and covering the changes to the state of the art which have occurred in the decade since it was written (particularly the elements that the RTX hardware enables; real-time mixing of ray tracing and rasterization rendering).

Thanks!

Re: Ray Tracing Essentials, Part 1: Basics of Ray Tracing

#6
post #4

Dear NVidia, While I and many others appreciate the quality of your video, in an age where people are distributing ray-tracing code on business cards, there’s not a ton of value in producing even more “Basics” or “Essentials” of ray tracing educational material. What would provide most of us with interest in ray tracing real value is expanding on the territory covered by the PBRT book, making the material it covers m…

Something like Ray Tracing Gems book they published last year? Or maybe CFP for Ray Tracing Gems II book they have right now?

Re: Ray Tracing Essentials, Part 1: Basics of Ray Tracing

#7
post #6
post #4

Dear NVidia, While I and many others appreciate the quality of your video, in an age where people are distributing ray-tracing code on business cards, there’s not a ton of value in producing even more “Basics” or “Essentials” of ray tracing educational material. What would provide most of us with interest in ray tracing real value is expanding on the territory covered by the PBRT book, making the material it covers m…

Something like Ray Tracing Gems book they published last year? Or maybe CFP for Ray Tracing Gems II book they have right now?

Sweet. Didn’t see these come out. Thanks for the heads up.

Re: Ray Tracing Essentials, Part 1: Basics of Ray Tracing

#8
post #7
post #6

Earlier quoted context omitted.

Something like Ray Tracing Gems book they published last year? Or maybe CFP for Ray Tracing Gems II book they have right now?

Sweet. Didn’t see these come out. Thanks for the heads up.

There are previous GPU gems available for free as well: https://developer.nvidia.com/gpugems/gpugems/contributors

Re: Ray Tracing Essentials, Part 1: Basics of Ray Tracing

#9
post #4

Dear NVidia, While I and many others appreciate the quality of your video, in an age where people are distributing ray-tracing code on business cards, there’s not a ton of value in producing even more “Basics” or “Essentials” of ray tracing educational material. What would provide most of us with interest in ray tracing real value is expanding on the territory covered by the PBRT book, making the material it covers m…

[deleted]

Re: Ray Tracing Essentials, Part 1: Basics of Ray Tracing

#10
post #5

Peter Shirely's Ray Tracing in One Weekend series ( https://raytracing.github.io/ ) is a great way to learn enough about ray tracing to implement it yourself.

It is a great project for learning a new language. I used it to practice Rust.

You get to implement vectors, with basic operations on them, this gives you a chance to practice some abstractions. It's also good to create some unit tests to ensure your vector operations are correct. There's also good reason to parallelize your code and perform benchmarks. Abstractions, unit tests, parallelism, benchmarks, you have an excuse to try them all.

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