├── GLOSSARY.md ├── LICENSE └── README.md /GLOSSARY.md: -------------------------------------------------------------------------------- 1 | # Glossary of Terms and Acronyms 2 | 3 |
4 |
Acceleration Structure
5 |
A data structure to optimize ray-primitive intersections in a scene. Often a BVH.
6 |
BRDF
7 |
Bidirectional Reflectance Distribution Function
8 |
BSDF
9 |
Bidirectional Scattering Distribution Function
10 |
BSSRDF
11 |
Bidirectional Scattering-Surface Reflectance Function
12 |
BTDF
13 |
Bidirectional Transmittance Distribution Function
14 |
BTF
15 |
Bidirectional Texture Function
16 |
BVH
17 |
Bounding Volume Hierarchy
18 |
Bounding Volume Hierarchy
19 |
A data structure that envelopes scene geometry into a tree of volumes.
20 |
BxDF
21 |
Bidirectional X (anything) Distribution Function. A catch all term for Bidirectional Distribution Functions.
22 |
Caustics
23 |
When light transmits through a curved surface such as water ripples or a drinking glass and creates patches of light.
24 |
Convergence
25 |
When a frame has rendered to within an error threshold or bias. Usually to an acceptable level of noise.
26 |
GI
27 |
Global Illumination
28 |
Global Illumination
29 |
A method of realistic lighting. Light bounces off of objects and is not only direct lighting.
30 |
Lambertian
31 |
A diffuse matte material
32 |
MC
33 |
Monte Carlo
34 |
Offline
35 |
A rendering method that is not intended for interaction. Render times are less important and can take seconds, minutes, hours, or more. Usually very high quality rendering is the goal.
36 |
Realtime
37 |
A rendering method that is intended for interaction. Usually requires render times in the milliseconds.
38 |
Path Tracing
39 |
A rendering method using ray tracing that approximates the rendering equation by sampling a random subset of all possible light paths between the observer and the scene's light sources.
40 |
PBR
41 |
42 | 1. Physically Based Rendering 43 |
2. Physically Based Rendering Book 44 |
45 |
PBRT
46 |
47 | 1. Physically Based Rendering Book 48 |
2. Physically Based Rendering Code 49 |
50 |
Phong
51 |
Ambient, diffuse, and specular material
52 |
Ray Casting
53 |
54 | 1. A method of rendering that casts primary rays and returns a color. 55 |
2. Sending a ray into a scene and intersecting with geometry. 56 |
57 |
Ray Marching
58 |
A technique of ray tracing that finds the nearest intersection with a distance functon by iterating along a ray until the distance is within an epsilon.
59 |
Ray Tracing
60 |
61 | 1. A method of rendering that casts rays into a scene. 62 |
2. Whitted style ray tracing. Cast rays and detect shadow and light rays. 63 |
3. Path tracing. 64 |
65 |
Rendering Equation
66 |
An integral formula that describes a framework of how light interacts with a material while conserving the light entering and leaving.
67 |
SSS
68 |
Subsurface Scattering
69 |
Subsurface Scattering
70 |
When light enters a material, scatters, and exits from another point. Example materials requiring this method to look realistic are human skin, leaves, wax, and milk.
71 |
Stochastic Sampling
72 |
A random subset. Can be used to reduce the total of rays needed to converge a render.
73 |
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Affirmer understands and acknowledges that Creative Commons is not a 112 | party to this document and has no duty or obligation with respect to this 113 | CC0 or use of the Work. 114 | 115 | For more information, please see 116 | 117 | -------------------------------------------------------------------------------- /README.md: -------------------------------------------------------------------------------- 1 | # Awesome Ray Tracing [![CC0 License](http://i.creativecommons.org/p/zero/1.0/88x31.png)](http://creativecommons.org/publicdomain/zero/1.0/) 2 | 3 | A curated list of ray tracing resources. 4 | PR's welcome! 5 | 6 | 7 | 8 | ## Table of Contents 9 | 10 | - [Glossary of Terms](GLOSSARY.md) 11 | - [What is Ray Tracing?](#what-is-ray-tracing) 12 | - [Iconic Publications](#iconic-publications) 13 | - [Path Tracing](#path-tracing) 14 | - [Photon Mapping](#photon-mapping) 15 | - [Math](#math) 16 | - [Ray Casting](#ray-casting) 17 | - [BxDF](#bxdf) 18 | - [Sampling Methods](#sampling-methods) 19 | - [Denoising, Filtering, and Reconstruction](#denoising-filtering-and-reconstruction) 20 | - [Realtime](#realtime) 21 | - [Reference Scenes](#reference-scenes) 22 | - [News](#news) 23 | - [API's](#apis) 24 | - [Vulkan Ray Tracing](#vulkan-ray-tracing) 25 | - [Nvidia RTX](#nvidia-rtx) 26 | - [Microsoft DirectX Raytracing (RTX)](#microsoft-directx-raytracing-dxr) 27 | - [Nvidia OptiX](#nvidia-optix) 28 | 29 | ## Legend 30 | 31 | | Icon | Meaning | 32 | | ---- | ------- | 33 | | 📖 | Reading | 34 | | 📺 | Video | 35 | | 💾 | Code / Asset | 36 | 37 | --- 38 | 39 | ## [Glossary of Terms](GLOSSARY.md) 40 | 41 | ## What is Ray Tracing? 42 | 43 | 44 | 45 | - 📺 [Ray Tracing Essentials - (2020) *Eric Haines*](https://www.youtube.com/playlist?list=PL5B692fm6--sgm8Uiava0IIvUojjFOCSR) 46 | - 📺 [Disney's Practical Guide to Path Tracing - (2016) *Disney*](https://youtu.be/frLwRLS_ZR0) 47 | - 📖 [What’s the Difference Between Ray Tracing and Rasterization? - (2018) *Brian Caulfield*](https://blogs.nvidia.com/blog/2018/03/19/whats-difference-between-ray-tracing-rasterization/) 48 | - 📖 [Ray Tracing Resources Page - (2018) *Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michał Iwanicki, and Sébastien Hillaire*](http://www.realtimerendering.com/raytracing.html) 49 | - 📖 [An Introduction to Ray Tracing - (1991) *Andrew Glassner*](http://www.realtimerendering.com/raytracing/An-Introduction-to-Ray-Tracing-The-Morgan-Kaufmann-Series-in-Computer-Graphics-.pdf) 50 | - 📖 [Physically Based Rendering Book (PBR) - (2018) *Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann*](http://www.pbr-book.org/) 51 | - 📖 [Ray Tracing in One Weekend - (2016) *Peter Shirley*](http://in1weekend.blogspot.com/2016/01/ray-tracing-in-one-weekend.html) 52 | - 📖 [Ray Tracing: The Next Week - (2016) *Peter Shirley*](http://in1weekend.blogspot.com/2016/01/ray-tracing-second-weekend.html) 53 | - 📖 [Ray Tracing: The Rest of Your Life - (2016) *Peter Shirley*](http://in1weekend.blogspot.com/2016/03/ray-tracing-rest-of-your-life.html) 54 | - 📺 [An Explanation of the Rendering Equation - (2019) *Eric Arnebäck*](https://www.youtube.com/watch?v=eo_MTI-d28s) 55 | - 📺 [Ray Marching for Dummies! - (2018) *Martijn Steinrucken*](https://www.youtube.com/watch?v=PGtv-dBi2wE) 56 | - 📺 [Rendering / Ray Tracing Course - (2017) *TU Wien*](https://www.youtube.com/playlist?list=PLujxSBD-JXgnGmsn7gEyN28P1DnRZG7qi) 57 | 58 | ## Iconic Publications 59 | 60 | - 📖 [Some Techniques for Shading Machine Renderings of Solids - (1968) *Arthur Appel*](http://graphics.stanford.edu/courses/Appel.pdf) 61 | - 📖 [An Improved Illumination Model for Shaded Display - (1979) * J.D. Foley and Turner Whitted*](http://citeseerx.ist.psu.edu/viewdoc/summary?doi=10.1.1.156.1534) 62 | - 📖 [The Rendering Equation - (1986) *James T. Kajiya*](http://www.dca.fee.unicamp.br/~leopini/DISCIPLINAS/IA725/ia725-12010/kajiya-SIG86-p143.pdf) 63 | - 📖 [Robust Monte Carlo Methods for Light Transport Simulation (1998) - *Eric Veach*](https://graphics.stanford.edu/papers/veach_thesis/) 64 | - 📖 [Global Illumination Compendium - (2003) *Philip Dutré*](https://people.cs.kuleuven.be/~philip.dutre/GI/TotalCompendium.pdf) 65 | 66 | 67 | ## Path Tracing 68 | 69 | - 📖 [Path Tracing - (2017) *Fabio Pellacini and Steve Marschner*](http://pellacini.di.uniroma1.it/teaching/graphics17b/lectures/12_pathtracing.pdf) 70 | - 📖 [Path Tracing in Production - (2018) *Luca Fascione, Johannes Hanika, Rob Pieké, Ryusuke Villemin, Christophe Hery, Manuel Gamito, Luke Emrose, and André Mazzone*](https://jo.dreggn.org/path-tracing-in-production/2018/index.html) 71 | - 📖 [Path Tracing Coherency - *Anders Lindqvist*](https://www.breakin.se/learn/pathtracing-coherency.html) 72 | - 📖 [Path Traced Depth of Field and Bokeh - (2018) *Alan Wolfe*](https://blog.demofox.org/2018/07/04/pathtraced-depth-of-field-bokeh/) 73 | - 📖 [Daily Path Tracer - (2018) *Aras Pranckevičius*](http://aras-p.info/blog/2018/03/28/Daily-Pathtracer-Part-0-Intro/) 74 | - 📖 [Microfacet-based Normal Mapping for Robust Monte Carlo Path Tracing - (2017) *Vincent Schüssler, Eric Heitz, Johannes Hanika, Carsten Dachsbacher*](https://jo.dreggn.org/home/2017_normalmap.pdf) 75 | 76 | ## Photon Mapping 77 | 78 | - 📖 [Photon Mapping - *Zack Waters*](https://web.cs.wpi.edu/~emmanuel/courses/cs563/write_ups/zackw/photon_mapping/PhotonMapping.html) 79 | 80 | ## Math 81 | 82 | 83 | 84 | - 📖 [PBRT Chapter 2 Geometry and Transformations - (2018) *Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann*](http://www.pbr-book.org/3ed-2018/Geometry_and_Transformations.html) 85 | - 📖 [PBRT Chapter 3 Shapes - (2018) *Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann*](http://www.pbr-book.org/3ed-2018/Shapes.html) 86 | - 📖 [Immersive Math - Linear Algebra - (2015) *J. Ström, K. Åström, and T. Akenine-Möller*](http://immersivemath.com/ila/index.html) 87 | - 📺 [Linear Algebra - *Khan Academy*](https://www.khanacademy.org/math/linear-algebra) 88 | 89 | ## Ray Casting 90 | 91 | 92 | 93 | - 📖 [Ray-Triangle Intersection: Geometric Solution - *Scratchapixel*](https://www.scratchapixel.com/lessons/3d-basic-rendering/ray-tracing-rendering-a-triangle/ray-triangle-intersection-geometric-solution) 94 | - 📖 [Realtime Rendering Object/Object Intersection Page - (2019) *Eric Haines*](http://www.realtimerendering.com/intersections.html) 95 | - 📖 [ERIT: A Collection of Efficient and Reliable Intersection Tests - (1998) *Martin Held*](http://citeseerx.ist.psu.edu/viewdoc/download?doi=10.1.1.49.9172&rep=rep1&type=pdf) 96 | - 📖 [Introduction to Acceleration Structures - *Scratchapixel*](https://www.scratchapixel.com/lessons/advanced-rendering/introduction-acceleration-structure/bounding-volume) 97 | - 📖 [PBRT Chater 4 Primitives and Intersection Acceleration - (2018) *Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann*](http://www.pbr-book.org/3ed-2018/Primitives_and_Intersection_Acceleration.html) 98 | - 📖 [Dynamic BVH - (2019) *Erin Catto*](https://box2d.org/files/ErinCatto_DynamicBVH_Full.pdf) 99 | - 📺 [How to Make 3D Fractals](https://www.youtube.com/watch?v=svLzmFuSBhk) 100 | 101 | ## BxDF 102 | 103 | 104 | 105 | - 📖 [PBRT Chapter 5.6 Surface Reflection - (2018) *Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann*](http://www.pbr-book.org/3ed-2018/Color_and_Radiometry/Surface_Reflection.html) 106 | - 📖 [PBRT Chapter 8 Reflection Models - (2018) *Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann*](http://www.pbr-book.org/3ed-2018/Reflection_Models.html) 107 | - 📖 [PBRT Chapter 9 Materials - (2018) *Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann*](http://www.pbr-book.org/3ed-2018/Materials.html) 108 | - 📖 [PBRT Chapter 11 Volume Scattering - (2018) *Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann*](http://www.pbr-book.org/3ed-2018/Volume_Scattering.html) 109 | - 📺 [Geometric Optics Playlist - (2013) *Doc Schuster*](https://www.youtube.com/playlist?list=PLLUpvzaZLf3IB4GEhaCg7L3ioiLkHLk7Q) 110 | - 📖 [Physically Based Sky, Atmosphere, and Cloud Rendering in Frostbite - (2016) *Sebastien Hillaire*](https://media.contentapi.ea.com/content/dam/eacom/frostbite/files/s2016-pbs-frostbite-sky-clouds-new.pdf) 111 | - 📖 [Revisiting Physically Based Shading in ImageWorks - (2017) *Christopher Kulla & Alejandro Conty*](https://blog.selfshadow.com/publications/s2017-shading-course/imageworks/s2017_pbs_imageworks_slides.pdf) 112 | - 📖 [A Multifaceted Explanation Part 1 - (2018) *Stephen Hill*](https://blog.selfshadow.com/2018/05/13/multi-faceted-part-1/) 113 | - 📖 [A Multifaceted Explanation Part 2 - (2018) *Stephen Hill*](https://blog.selfshadow.com/2018/06/04/multi-faceted-part-2/) 114 | - 📖 [A Multifaceted Explanation Part 3 - (2018) *Stephen Hill*](https://blog.selfshadow.com/2018/08/05/multi-faceted-part-3/) 115 | 116 | ## Sampling Methods 117 | 118 | 119 | 120 | - 📖 [PBRT Chapter 7 - (2018) *Matt Pharr, Wenzel Jakob, Greg Humphreys, and Morgan Kaufmann*](http://www.pbr-book.org/3ed-2018/Sampling_and_Reconstruction.html) 121 | - 📖 [Generating Random Points in a Sphere - (2018) *Karthik Karanth*](https://karthikkaranth.me/blog/generating-random-points-in-a-sphere/) 122 | - 📖 [Robust Monte Carlo Methods Chapters 2, 9, & 11 - (1998) *Eric Veach*](https://graphics.stanford.edu/papers/veach_thesis/) 123 | - 📖 [Flavors of Sampling in Ray Tracing - (2018) *Peter Shirley*](http://psgraphics.blogspot.com/2018/10/flavors-of-sampling-in-ray-tracing.html) 124 | - 📺 [Continuous Multiple Importance Sampling - SIGGRAPH 2020 - (2020) *Rex West, Iliyan Georgiev , Adrien Gruson , Toshiya Hachisuka*](https://youtu.be/dxFSwplfdpk) 125 | - 📖 [Position-Free Monte Carlo Simulation for Arbitrary Layered BSDFs - (2018) *Yu Guo, Miloš Hašan, Shuang Zhao*](https://shuangz.com/projects/layered-sa18/) 126 | - 📖 [Monte Carlo Integration - *Anders Lindqvist*](https://www.breakin.se/mc-intro/) 127 | - 📖 [Monte Carlo Integration Explanation in 1D - (2018) *Alan Wolfe*](https://blog.demofox.org/2018/06/12/monte-carlo-integration-explanation-in-1d/) 128 | - 📖 [Importance Sampling techniques for GGX with Smith Masking-Shadowing Part 1 - (2018) *Joe Schutte*](https://schuttejoe.github.io/post/ggximportancesamplingpart1/) 129 | - 📖 [Importance Sampling techniques for GGX with Smith Masking-Shadowing Part 2 - (2018) *Joe Schutte*](https://schuttejoe.github.io/post/ggximportancesamplingpart2/) 130 | - 📖 [Double Hierarchies for Directional Importance Sampling in Monte Carlo Rendering - (2018) *Norbert Bus and Tamy Boubekeur*](http://www.jcgt.org/published/0006/03/02/) 131 | - 📖 [Importance Sampling of Many Lights with Adaptive Tree Splitting - (2018) *Alejandro Conty and Christopher Kulla*](http://aconty.com/pdf/many-lights-hpg2018.pdf) 132 | - 📖 [Monte Carlo Methods for Volumetric Light Transport Simulation - (2018) *Jan Novák, Iliyan Georgiev, Johannes Hanika, and Wojciech Jarosz*](http://iliyan.com/publications/VolumeSTAR) 133 | 134 | ## Denoising, Filtering, and Reconstruction 135 | 136 | 137 | 138 | - 📺 [RTX Coffee Break: Ray Tracing and Denoising - (2018) *Edward Lu*](https://news.developer.nvidia.com/rtx-coffee-break-ray-tracing-and-denoising/) 139 | - 📺 [RTX Coffee Break: Ray Traced Reflections and Denoising - (2018) *Edward Lu*](https://news.developer.nvidia.com/rtx-coffee-break-ray-traced-reflections-and-denoising-952-minutes/) 140 | - 📖 [Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global Illumination - (2017) *Christoph Schied, Anton Kaplanyan, Chris Wyman, Anjul Patney, Chakravarty R. Alla Chaitanya, John Burgess, Shiqiu Liu, Carsten Dachsbacher, Aaron Lefohn, Marco Salvi*](http://cg.ivd.kit.edu/svgf.php) 141 | - 📖 [Multidimensional Adaptive Sampling and Reconstruction for Ray Tracing - (2008) *Toshiya Hachisuka, Wojciech Jarosz, Richard Peter Weistroffer, Kevin Dale, Greg Humphreys, Matthias Zwicker, and Henrik Wann Jensen*](http://graphics.ucsd.edu/~henrik/papers/multidimensional_adaptive_sampling/) 142 | 143 | ## Realtime 144 | 145 | - 📖 [Real-Time Rendering Chapter - (2018) *Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michał Iwanicki, and Sébastien Hillaire*](http://www.realtimerendering.com/Real-Time_Rendering_4th-Real-Time_Ray_Tracing.pdf) 146 | - 📺 [Real-Time Raytracing for Interactive Global Illumination Workflows in Frostbite / Shiny Pixels and Beyond: Real-Time Raytracing at SEED - (2018) *Sébastien Hillaire, Johan Andersson, and Colin Barré-Brisebois*](https://youtu.be/rhlGBCSv02M) 147 | - 📖 [Real-Time Ray Tracing of Correct* Soft Shadows - (2018) *Stephen Hill and Morgan McGuire*](http://advances.realtimerendering.com/s2018/s2018_real_time_correct_soft_shadows.pdf) 148 | - 📺 [Stochastic All the Things: Raytracing in Hybrid Real-Time Rendering - (2018) *Tomasz Stachowiak*](https://www.ea.com/seed/news/seed-dd18-presentation-slides-raytracing) 149 | - 📖 [Adopting Lessons From Offline Ray-Tracing to Real-Time Ray-Tracing for Practical Pipelines - (2018) *Matt Pharr*](http://advances.realtimerendering.com/s2018/Pharr%20-%20Advances%20in%20RTR%20-%20Real-time%20Ray%20Tracing.pdf) 150 | - 📖 [Game Ray Tracing: State-of-the-Art and Open Problems - (2018) *Colin Barré Brisebois*](https://www.ea.com/seed/news/hpg-2018-keynote) 151 | - 💾 [Sol-R, an Open-Source CUDA/OpenCL Speed Of Light Ray-tracer](https://github.com/favreau/Sol-R) 152 | 153 | ## Reference Scenes 154 | 155 | 156 | 157 | - 💾 [Intel Samples Library](https://www.intel.com/content/www/us/en/developer/topic-technology/graphics-research/samples.html) 158 | - 💾 [KhronosGroup glTF Samples](https://github.com/KhronosGroup/glTF-Sample-Assets/tree/main) 159 | - 💾 [McGuire Computer Graphics Archive](http://casual-effects.com/data/index.html) 160 | - 💾 [Benedikt Bitterli](https://benedikt-bitterli.me/resources/) 161 | - 💾 [PBRT Scenes v3](https://www.pbrt.org/scenes-v3.html) 162 | - 💾 [ORCA: Open Research Content Archive](https://developer.nvidia.com/orca) 163 | - 💾 [Disney Data Sets](https://www.disneyanimation.com/data-sets/) 164 | 165 | ## News 166 | 167 | - 📖 [Graphics Programming Weekly - *Jendrik Illner*](https://www.jendrikillner.com/post/) 168 | 169 | ## API's 170 | 171 | - [Vulkan Ray Tracing](https://www.khronos.org/blog/ray-tracing-in-vulkan) 172 | - [Nvidia RTX](https://developer.nvidia.com/rtx) 173 | - [Microsoft DirectX Raytracing (DXR)](https://blogs.msdn.microsoft.com/directx/2018/03/19/announcing-microsoft-directx-raytracing/) 174 | - [Nvidia OptiX](https://developer.nvidia.com/optix) 175 | - [AMD Radeon-Rays](https://gpuopen.com/radeon-rays/) 176 | - [Intel Embree](http://embree.github.io/) 177 | 178 | ### Vulkan Ray Tracing 179 | 180 | - 📖 [Ray Tracing In Vulkan - (2020) *Khronos*](https://www.khronos.org/blog/ray-tracing-in-vulkan) 181 | - 📖 [Vulkan Ray Tracing Tutorials - (2020) *Nvidia*](https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR) 182 | 183 | ### Nvidia RTX 184 | 185 | - 📖 [NVIDIA Vulkan Ray Tracing Tutorial - (2018) *NVidia*](https://developer.nvidia.com/rtx/raytracing/vkray) 186 | - 📖 [Introduction to Real-Time Ray Tracing with Vulkan - (2018) *Nuno Subtil*](https://devblogs.nvidia.com/vulkan-raytracing/) 187 | - 📖 [Vulkan Raytracing Tutorials - (2018) *iOrange*](https://iorange.github.io/p02/TeapotAndBunny.html) 188 | - 📺 [Video Series: Practical Real-Time Ray Tracing With RTX - (2018) *Nvidia*](https://devblogs.nvidia.com/practical-real-time-ray-tracing-rtx/) 189 | - 📖 [Effectively Integrating RTX Ray Tracing into a Real-Time Rendering Engine - (2018) *Juha Sjoholm*](https://devblogs.nvidia.com/effectively-integrating-rtx-ray-tracing-real-time-rendering-engine/) 190 | 191 | ### Microsoft DirectX Raytracing (DXR) 192 | 193 | - 📺📖 [Introducion to DirectX Raytracing - (2018) *Chris Wyman, Shawn Hargreaves, Peter Shirley, Colin Barré-Brisebois*](http://intro-to-dxr.cwyman.org/) 194 | - 📖 [DX12 Ray Tracing Tutorials - (2018) *Martin-Karl Lefrançois and Pascal Gautron*](https://news.developer.nvidia.com/dx12-raytracing-tutorials/) 195 | - 💾 [DXRPathTracer](https://github.com/TheRealMJP/DXRPathTracer) 196 | - 📺 [Real-Time Ray Tracing for Interactive Global Illumination Workflows in Frostbite - (2018) *Sebastien Hillaire, Charles de Rousiers, Diede Apers and Petter Edblom*](https://devblogs.nvidia.com/video-real-time-ray-tracing-workflows-frostbite/) 197 | 198 | ### Nvidia OptiX 199 | 200 | - 📖 [Introduction to OptiX - (2017) *Nvidia*](http://on-demand.gputechconf.com/gtc/2017/presentation/s7455-martin-stich-optix.pdf) 201 | - 📖 [OptiX QuickStart - *Nvidia*](https://docs.nvidia.com/gameworks/content/gameworkslibrary/optix/optix_quickstart.htm) 202 | - 📖 [Ray Tracing The Next Week in OptiX - (2018) *João Vítor Silva*](https://joaovbs96.github.io/posts/next-week/) 203 | - 📖 [Ray Tracing The Rest of Your Life in OptiX - (2019) *João Vítor Silva*](https://joaovbs96.github.io/posts/rest-life/) 204 | - 💾 [optix_advanced_samples - (2018) *Nvidia*](https://github.com/nvpro-samples/optix_advanced_samples) 205 | - 📺 [GPU Ray Tracing for Film and Design: High Performance Ray Tracing with OptiX - (2018) *Oliver Klehm*](http://on-demand.gputechconf.com/siggraph/2018/video/sig1812-2-oliver-klehm-high-performance-optix.html) 206 | --------------------------------------------------------------------------------