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Essential Books
- “Ray Tracing in One Weekend” series — Peter Shirley (free online)
- Book 1: Ray Tracing in One Weekend — basic ray tracer
- Book 2: Ray Tracing: The Next Week — BVH, textures, motion blur
- Book 3: Ray Tracing: The Rest of Your Life — Monte Carlo, importance sampling
- URL: https://raytracing.github.io/
- Best starting point — builds intuition before GPU
- “Physically Based Rendering: From Theory to Implementation” (PBRT)
- Pharr, Jakob, Humphreys — the definitive reference
- 4th edition free online: https://pbr-book.org/
- Covers everything: BVH, BRDFs, Monte Carlo, spectral rendering, volumes
- Very dense — use as reference, not cover-to-cover
- Chapter 9 (Reflection Models) and Chapter 13 (Monte Carlo) are essential
- “Real-Time Rendering” — Akenine-Möller et al.
- Chapter 26: Real-Time Ray Tracing
- Good overview of hardware RT and denoising
- “Fundamentals of Computer Graphics” — Shirley & Marschner
- Good intro to the math before diving into PBRT
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Vulkan Ray Tracing
- Vulkan Ray Tracing Tutorial — NVIDIA (nvpro-samples)
- Vulkan Specification — Ray Tracing chapters
- “Ray Tracing Gems” (free PDF)
- https://www.realtimerendering.com/raytracinggems/
- Collection of practical techniques from industry experts
- Chapter 3: Introduction to DirectX Raytracing (concepts apply to Vulkan)
- Chapter 20: Texture Level of Detail Strategies for Real-Time Ray Tracing
- “Ray Tracing Gems II” (free PDF)
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Key Papers
- Kajiya 1986 — “The Rendering Equation”
- Foundation of physically-based rendering
- Möller & Trumbore 1997 — “Fast, Minimum Storage Ray/Triangle Intersection”
- The standard ray-triangle intersection algorithm
- Walter et al. 2007 — “Microfacet Models for Refraction through Rough Surfaces”
- Heitz 2014 — “Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs”
- Definitive reference for Smith G term
- Heitz 2018 — “Sampling the GGX Distribution of Visible Normals”
- VNDF sampling — better importance sampling for GGX
- Burley 2012 — “Physically-Based Shading at Disney”
- Disney Principled BRDF — the basis for most PBR workflows
- Veach & Guibas 1995 — “Optimally Combining Sampling Techniques for Monte Carlo Rendering”
- MIS (Multiple Importance Sampling) — essential for path tracing
- Bitterli et al. 2020 — “Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting”
- Ouyang et al. 2021 — “ReSTIR GI: Path Resampling for Real-Time Path Tracing”
- Schied et al. 2017 — “Spatiotemporal Variance-Guided Filtering”
- Müller et al. 2017 — “Practical Path Guiding for Efficient Light-Transport Simulation”
- Woop et al. 2013 — “Watertight Ray/Triangle Intersection”
- Prevents light leaking through mesh cracks
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Video Courses
- “Computer Graphics” — TU Wien (YouTube, free)
- “Advances in Real-Time Rendering” — SIGGRAPH courses
- “Introduction to Computer Graphics” — Cem Yuksel (YouTube)
- Clear explanations of rendering fundamentals
- “GAMES101” — Lingqi Yan (YouTube, Chinese with subtitles)
- Comprehensive graphics course, excellent path tracing coverage
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Godot Specific
- Godot source code —
servers/rendering/renderer_rd/
- Best documentation is the code itself
- NVPathtracer PR/fork — study the actual implementation
- Godot rendering documentation
- Godot RenderingDevice API docs