{"id":83727,"date":"2019-02-20T17:30:30","date_gmt":"2019-02-20T17:30:30","guid":{"rendered":"http:\/\/gamefromscratch.com\/post.aspx?id=063ef558-4e1f-46a4-9809-6888bb5e27ce"},"modified":"2019-02-20T17:30:30","modified_gmt":"2019-02-20T17:30:30","slug":"free-ray-tracing-gems-book","status":"publish","type":"post","link":"https:\/\/sickgaming.net\/blog\/2019\/02\/20\/free-ray-tracing-gems-book\/","title":{"rendered":"Free Ray Tracing Gems Book"},"content":{"rendered":"<p>Finishing in hard cover form just in time for GTC 2019, NVidia and APress have team up to author <a href=\"https:\/\/amzn.to\/2E05G73\">Ray Tracing Gems<\/a>, a book on real-time raytraced graphics development in the popular \u201cGems\u201d format.\u00a0 Even better, they are making digital chapters available as they are developed, free to those with a NVidia developer account (which is also free).\u00a0 The chapters are distributed under the Creative Commons 4.0 International <img loading=\"lazy\" decoding=\"async\" width=\"300\" height=\"430\" align=\"right\" src=\"http:\/\/www.sickgaming.net\/blog\/wp-content\/uploads\/2019\/02\/free-ray-tracing-gems-book.jpg\" \/>License and are available for <a href=\"https:\/\/developer.nvidia.com\/books\/raytracing\/raytracing_gems_preview\">download here<\/a>.\u00a0 Unfortunately Part 5 is currently missing and parts 6 and 7 are slated to be published later this week.<\/p>\n<p>Here is the current table of contents from the <a href=\"http:\/\/www.realtimerendering.com\/raytracinggems\/\">RealTimeRendering homepage<\/a>:<\/p>\n<blockquote>\n<li>PART 1: RAY TRACING BASICS, editor: Chris Wyman\n<ul>\n<li>1. Ray Tracing Terminology, by Eric Haines and Peter Shirley <\/li>\n<li>2. What is a Ray? by Peter Shirley, Ingo Wald, Tomas Akenine-M\u00f6ller, and Eric Haines <\/li>\n<li>3. Introduction to DirectX Raytracing, by Chris Wyman and Adam Marrs <\/li>\n<li>4. A Planetarium Dome Master Camera, by John E. Stone <\/li>\n<li>5. Computing Minima and Maxima of Subarrays, by Ingo Wald <\/li>\n<\/ul>\n<\/li>\n<li>PART 2: INTERSECTIONS AND EFFICIENCY, editor: Ingo Wald\n<ul>\n<li>6. A Fast and Robust Method for Avoiding Self-Intersection, by Carsten W\u00e4chter and Nikolaus Binder <\/li>\n<li>7. Precision Improvements for Ray\/Sphere Intersection, by Eric Haines, Johannes G\u00fcnther, and Tomas Akenine-M\u00f6ller <\/li>\n<li>8. Cool Patches: A Geometric Approach to Ray\/Bilinear Patch Intersections, by Alexander Reshetov <\/li>\n<li>9. Multi-Hit Ray Tracing in DXR, by Christiaan Gribble <\/li>\n<li>10. A Simple Load-Balancing Scheme with High Scaling Efficiency, by Dietger van Antwerpen, Daniel Seibert, and Alexander Keller <\/li>\n<\/ul>\n<\/li>\n<li>PART 3: REFLECTIONS, REFRACTIONS, AND SHADOWS, editor: Peter Shirley\n<ul>\n<li>11. Automatic Handling of Materials in Nested Volumes, by Carsten W\u00e4chter and Matthias Raab <\/li>\n<li>12. A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem, by Alejandro Conty Estevez, Pascal Lecocq, and Clifford Stein <\/li>\n<li>13. Ray Traced Shadows: Maintaining Real-Time Frame Rates, by Jakub Boksansky, Michael Wimmer, and Jiri Bittner <\/li>\n<li>14. Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR, by Holger Gruen <\/li>\n<\/ul>\n<\/li>\n<li>PART 4: SAMPLING, editor: Alexander Keller\n<ul>\n<li>15. On the Importance of Sampling, by Matt Pharr <\/li>\n<li>16. Sample Transformations Zoo, by Peter Shirley, Samuli Laine, David Hart, Matt Pharr, Petrik Clarberg, Eric Haines, Matthias Raab, and David Cline <\/li>\n<li>17. Ignoring the Inconvenient When Tracing Rays, by Matt Pharr <\/li>\n<li>18. Importance Sampling of Many Lights on the GPU, by Pierre Moreau and Petrik Clarberg <\/li>\n<\/ul>\n<\/li>\n<li>PART 5: DENOISING AND FILTERING, editor: Jacob Munkberg\n<ul>\n<li>19. Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising, by Edward Liu, Ignacio Llamas, Juan Ca\u00f1ada, and Patrick Kelly <\/li>\n<li>20. Texture Level of Detail Strategies for Real-Time Ray Tracing, by Tomas Akenine-M\u00f6ller, Jim Nilsson, Magnus Andersson, Colin Barr\u00e9-Brisebois, Robert Toth, and Tero Karras <\/li>\n<li>21. Simple Environment Map Filtering Using Ray Cones and Ray Differentials, by Tomas Akenine-M\u00f6ller and Jim Nilsson <\/li>\n<li>22. Improving Temporal Antialiasing with Adaptive Ray Tracing, by Adam Marrs, Josef Spjut, Holger Gruen, Rahul Sathe, and Morgan McGuire <\/li>\n<\/ul>\n<\/li>\n<li>PART 6: HYBRID APPROACHES AND SYSTEMS, editor: Morgan McGuire\n<ul>\n<li>23. Interactive Light Map and Irradiance Volume Preview in Frostbite, by Diede Apers, Petter Edblom, Charles de Rousiers, and S\u00e9bastien Hillaire <\/li>\n<li>24. Real-Time Global Illumination with Photon Mapping, by Niklas Smal and Maksim Aizenshtein <\/li>\n<li>25. Hybrid Rendering for Real-Time Ray Tracing, by Colin Barr\u00e9-Brisebois, Henrik Hal\u00e9n, Graham Wihlidal, Andrew Lauritzen, Jasper Bekkers, Tomasz Stachowiak, and Johan Andersson <\/li>\n<li>26. Deferred Hybrid Path Tracing, by Thomas Schander, Clemens Musterle, and Stephan Bergmann <\/li>\n<li>27. Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization, by John E. Stone <\/li>\n<\/ul>\n<\/li>\n<li>PART 7: GLOBAL ILLUMINATION, editor: Matt Pharr\n<ul>\n<li>28. Ray Tracing Inhomogeneous Volumes, by Matthias Raab <\/li>\n<li>29. Efficient Particle Volume Splatting in a Ray Tracer, by Aaron Knoll, R. Keith Morley, Ingo Wald, Nick Leaf, and Peter Messmer <\/li>\n<li>30. Caustics Using Screen Space Photon Mapping, by Hyuk Kim <\/li>\n<li>31. Variance Reduction via Footprint Estimation in the Presence of Path Reuse, by Johannes Jendersie <\/li>\n<li>32. Accurate Real-Time Specular Reflections with Radiance Caching, by Antti Hirvonen, Atte Sepp\u00e4l\u00e4, Maksim Aizenshtein, and Niklas Smal <\/li>\n<\/ul>\n<\/li>\n<\/blockquote>\n<p>Once compiled the electronic version of the book will remain freely downloadable, although in what formats has yet to be determined. <\/p>\n<p align=\"center\">[youtube https:\/\/www.youtube.com\/watch?v=pjhTm0MIqCs&#038;w=853&#038;h=480]<\/p>\n<p class=\"under\">&#013; <span class=\"categories\"><a href=\"https:\/\/www.gamefromscratch.com\/category\/GameDev-News.aspx\">GameDev News<\/a><\/span>&#013; <span class=\"tags\"><a href=\"https:\/\/www.gamefromscratch.com\/?tag=\/Book\" rel=\"tag\">Book<\/a><\/span>&#013; &#013;\n<\/p>\n<hr \/>\n","protected":false},"excerpt":{"rendered":"<p>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 \u201cGems\u201d format.\u00a0 Even better, they are making digital chapters available as they are developed, free to those with a NVidia developer account (which [&hellip;]<\/p>\n","protected":false},"author":2,"featured_media":83728,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[71],"tags":[72],"class_list":["post-83727","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-game-development","tag-gamedev-news"],"_links":{"self":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/83727","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/comments?post=83727"}],"version-history":[{"count":0,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/posts\/83727\/revisions"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media\/83728"}],"wp:attachment":[{"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/media?parent=83727"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/categories?post=83727"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/sickgaming.net\/blog\/wp-json\/wp\/v2\/tags?post=83727"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}