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  • © 2019

Ray Tracing Gems

High-Quality and Real-Time Rendering with DXR and Other APIs

  • A collection of ideas, tips, and best practices for real-time ray tracing applications, created by graphics experts

  • Explores the capabilities of the latest APIs from Microsoft and other companies

  • Topics include efficiency, sampling, hybrid rasterization/ray-tracing systems, global illumination, and more

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Hardcover Book USD 59.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

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Table of contents (32 chapters)

  1. Front Matter

    Pages i-xliv
  2. Ray Tracing Basics

    1. Front Matter

      Pages 2-6
    2. Ray Tracing Terminology

      • Eric Haines, Peter Shirley
      Pages 7-14Open Access
    3. What is a Ray?

      • Peter Shirley, Ingo Wald, Tomas Akenine-Möller, Eric Haines
      Pages 15-19Open Access
    4. Introduction to DirectX Raytracing

      • Chris Wyman, Adam Marrs
      Pages 21-47Open Access
    5. A Planetarium Dome Master Camera

      • John E. Stone
      Pages 49-60Open Access
    6. Computing Minima and Maxima of Subarrays

      • Ingo Wald
      Pages 61-70Open Access
  3. Intersections and Efficiency

    1. Front Matter

      Pages 72-76
    2. A Fast and Robust Method for Avoiding Self-Intersection

      • Carsten Wächter, Nikolaus Binder
      Pages 77-85Open Access
    3. Precision Improvements for Ray/Sphere Intersection

      • Eric Haines, Johannes Günther, Tomas Akenine-Möller
      Pages 87-94Open Access
    4. Multi-Hit Ray Tracing in DXR

      • Christiaan Gribble
      Pages 111-125Open Access
    5. A Simple Load-Balancing Scheme with High Scaling Efficiency

      • Dietger van Antwerpen, Daniel Seibert, Alexander Keller
      Pages 127-133Open Access
  4. Reflections, Refractions, and Shadows

    1. Front Matter

      Pages 134-138
    2. Automatic Handling of Materials in Nested Volumes

      • Carsten Wächter, Matthias Raab
      Pages 139-147Open Access
    3. A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem

      • Alejandro Conty Estevez, Pascal Lecocq, Clifford Stein
      Pages 149-158Open Access
    4. Ray Traced Shadows: Maintaining Real-Time Frame Rates

      • Jakub Boksansky, Michael Wimmer, Jiri Bittner
      Pages 159-182Open Access
  5. Sampling

    1. Front Matter

      Pages 202-205
    2. On the Importance of Sampling

      • Matt Pharr
      Pages 207-222Open Access

About this book

This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware.

What you'll learn: 
  • The latest ray tracing techniques for developing real-time applications in multiple domains
  • Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR)
  • How to implement high-performance graphics for interactive visualizations, games, simulations, and more

Who this book is for:
  • Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing 
  • Students looking to learn about best practices in these areas
  • Enthusiasts who want to understand and experiment with their new GPUs

Editors and Affiliations

  • Somerville, USA

    Eric Haines

  • Lund University, Lund, Sweden

    Tomas Akenine-Möller

About the editors

Tomas Akenine-Möller is a Distinguished Research Scientist at NVIDIA, Sweden, since 2016, and currently on leave from his position as professor in computer graphics at Lund University. Tomas couathored Real-Time Rendering and Immersive Linear Algebra, and has written 100+ research papers. Previously, he worked at Ericsson Research and Intel.

Eric Haines currently works at NVIDIA on interactive ray tracing. He co-authored the books Real-Time Rendering, 4th Edition and An Introduction to Ray Tracing, edited The Ray Tracing News, and cofounded the Journal of Graphics Tools and the Journal of Computer Graphics Techniques. He is also the creator and lecturer for the Udacity MOOC Interactive 3D Graphics.

Bibliographic Information

Buy it now

Buying options

Hardcover Book USD 59.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Other ways to access