Table of contents

  1. Front Matter
    Pages i-xliv
  2. Ray Tracing Basics

    1. Front Matter
      Pages 2-6
    2. Eric Haines, Peter Shirley
      Pages 7-14 Open Access
    3. Peter Shirley, Ingo Wald, Tomas Akenine-Möller, Eric Haines
      Pages 15-19 Open Access
    4. Chris Wyman, Adam Marrs
      Pages 21-47 Open Access
    5. John E. Stone
      Pages 49-60 Open Access
    6. Ingo Wald
      Pages 61-70 Open Access
  3. Intersections and Efficiency

    1. Front Matter
      Pages 72-76
    2. Carsten Wächter, Nikolaus Binder
      Pages 77-85 Open Access
    3. Eric Haines, Johannes Günther, Tomas Akenine-Möller
      Pages 87-94 Open Access
    4. Christiaan Gribble
      Pages 111-125 Open Access
    5. Dietger van Antwerpen, Daniel Seibert, Alexander Keller
      Pages 127-133 Open Access
  4. Reflections, Refractions, and Shadows

    1. Front Matter
      Pages 134-138
    2. Carsten Wächter, Matthias Raab
      Pages 139-147 Open Access
    3. Alejandro Conty Estevez, Pascal Lecocq, Clifford Stein
      Pages 149-158 Open Access
    4. Jakub Boksansky, Michael Wimmer, Jiri Bittner
      Pages 159-182 Open Access
  5. Sampling

    1. Front Matter
      Pages 202-205
    2. Matt Pharr
      Pages 207-222 Open Access
    3. Peter Shirley, Samuli Laine, David Hart, Matt Pharr, Petrik Clarberg, Eric Haines et al.
      Pages 223-246 Open Access
    4. Matt Pharr
      Pages 247-253 Open Access
    5. Pierre Moreau, Petrik Clarberg
      Pages 255-283 Open Access
  6. Denoising and Filtering

    1. Front Matter
      Pages 284-288
    2. Edward Liu, Ignacio Llamas, Juan Cañada, Patrick Kelly
      Pages 289-319 Open Access
    3. Tomas Akenine-Möller, Jim Nilsson, Magnus Andersson, Colin Barré-Brisebois, Robert Toth, Tero Karras
      Pages 321-345 Open Access
    4. Tomas Akenine-Möller, Jim Nilsson
      Pages 347-351 Open Access
    5. Adam Marrs, Josef Spjut, Holger Gruen, Rahul Sathe, Morgan McGuire
      Pages 353-370 Open Access
  7. Hybrid Approaches and Systems

    1. Front Matter
      Pages 372-376
    2. Diede Apers, Petter Edblom, Charles de Rousiers, Sébastien Hillaire
      Pages 377-407 Open Access
    3. Niklas Smal, Maksim Aizenshtein
      Pages 409-436 Open Access
    4. Colin Barré-Brisebois, Henrik Halén, Graham Wihlidal, Andrew Lauritzen, Jasper Bekkers, Tomasz Stachowiak et al.
      Pages 437-473 Open Access
    5. Thomas Willberger, Clemens Musterle, Stephan Bergmann
      Pages 475-492 Open Access
  8. Global Illumination

    1. Front Matter
      Pages 516-520
    2. Matthias Raab
      Pages 521-531 Open Access
    3. Aaron Knoll, R. Keith Morley, Ingo Wald, Nick Leaf, Peter Messmer
      Pages 533-541 Open Access
    4. Hyuk Kim
      Pages 543-555 Open Access
    5. Antti Hirvonen, Atte Seppälä, Maksim Aizenshtein, Niklas Smal
      Pages 571-607 Open 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 is this book 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


Rendering Computer graphics GPU GPGPU general purpose gpu virtual reality VR rasterization DirectX

Editors and affiliations

  • Eric Haines
    • 1
  • Tomas Akenine-Möller
    • 2
  1. 1.SomervilleUSA
  2. 2.Lund UniversityLundSweden

Bibliographic information