├── GLOSSARY.md
├── LICENSE
└── README.md
/GLOSSARY.md:
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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 |
74 |
--------------------------------------------------------------------------------
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/README.md:
--------------------------------------------------------------------------------
1 | # Awesome Ray Tracing [](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 |
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