|
| 1 | +tags:: reference, books, tutorials, resources |
| 2 | +title:: PathTracer Learning - Books and Tutorials |
| 3 | + |
| 4 | +- # Books and Tutorials |
| 5 | + - Parent: [[PathTracer Learning]] |
| 6 | +- --- |
| 7 | +- ## Essential Books |
| 8 | + - "Ray Tracing in One Weekend" series — Peter Shirley (free online) |
| 9 | + - Book 1: Ray Tracing in One Weekend — basic ray tracer |
| 10 | + - Book 2: Ray Tracing: The Next Week — BVH, textures, motion blur |
| 11 | + - Book 3: Ray Tracing: The Rest of Your Life — Monte Carlo, importance sampling |
| 12 | + - URL: https://raytracing.github.io/ |
| 13 | + - Best starting point — builds intuition before GPU |
| 14 | + - "Physically Based Rendering: From Theory to Implementation" (PBRT) |
| 15 | + - Pharr, Jakob, Humphreys — the definitive reference |
| 16 | + - 4th edition free online: https://pbr-book.org/ |
| 17 | + - Covers everything: BVH, BRDFs, Monte Carlo, spectral rendering, volumes |
| 18 | + - Very dense — use as reference, not cover-to-cover |
| 19 | + - Chapter 9 (Reflection Models) and Chapter 13 (Monte Carlo) are essential |
| 20 | + - "Real-Time Rendering" — Akenine-Möller et al. |
| 21 | + - Chapter 26: Real-Time Ray Tracing |
| 22 | + - Good overview of hardware RT and denoising |
| 23 | + - "Fundamentals of Computer Graphics" — Shirley & Marschner |
| 24 | + - Good intro to the math before diving into PBRT |
| 25 | +- --- |
| 26 | +- ## Vulkan Ray Tracing |
| 27 | + - Vulkan Ray Tracing Tutorial — NVIDIA (nvpro-samples) |
| 28 | + - https://github.com/nvpro-samples/vk_raytracing_tutorial_KHR |
| 29 | + - Step-by-step from basic triangle to full path tracer |
| 30 | + - Uses C++ + GLSL, very practical |
| 31 | + - Vulkan Specification — Ray Tracing chapters |
| 32 | + - https://registry.khronos.org/vulkan/specs/1.3-extensions/html/ |
| 33 | + - Chapters on VK_KHR_ray_tracing_pipeline, VK_KHR_acceleration_structure |
| 34 | + - "Ray Tracing Gems" (free PDF) |
| 35 | + - https://www.realtimerendering.com/raytracinggems/ |
| 36 | + - Collection of practical techniques from industry experts |
| 37 | + - Chapter 3: Introduction to DirectX Raytracing (concepts apply to Vulkan) |
| 38 | + - Chapter 20: Texture Level of Detail Strategies for Real-Time Ray Tracing |
| 39 | + - "Ray Tracing Gems II" (free PDF) |
| 40 | + - https://www.realtimerendering.com/raytracinggems/rtg2/ |
| 41 | + - More advanced topics: ReSTIR, denoising, production techniques |
| 42 | + - Chapter 23: ReSTIR GI |
| 43 | +- --- |
| 44 | +- ## Key Papers |
| 45 | + - Kajiya 1986 — "The Rendering Equation" |
| 46 | + - Foundation of physically-based rendering |
| 47 | + - Möller & Trumbore 1997 — "Fast, Minimum Storage Ray/Triangle Intersection" |
| 48 | + - The standard ray-triangle intersection algorithm |
| 49 | + - Walter et al. 2007 — "Microfacet Models for Refraction through Rough Surfaces" |
| 50 | + - GGX BRDF derivation |
| 51 | + - Heitz 2014 — "Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs" |
| 52 | + - Definitive reference for Smith G term |
| 53 | + - Heitz 2018 — "Sampling the GGX Distribution of Visible Normals" |
| 54 | + - VNDF sampling — better importance sampling for GGX |
| 55 | + - Burley 2012 — "Physically-Based Shading at Disney" |
| 56 | + - Disney Principled BRDF — the basis for most PBR workflows |
| 57 | + - Veach & Guibas 1995 — "Optimally Combining Sampling Techniques for Monte Carlo Rendering" |
| 58 | + - MIS (Multiple Importance Sampling) — essential for path tracing |
| 59 | + - Bitterli et al. 2020 — "Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting" |
| 60 | + - ReSTIR DI paper |
| 61 | + - Ouyang et al. 2021 — "ReSTIR GI: Path Resampling for Real-Time Path Tracing" |
| 62 | + - ReSTIR GI paper |
| 63 | + - Schied et al. 2017 — "Spatiotemporal Variance-Guided Filtering" |
| 64 | + - SVGF denoiser |
| 65 | + - Müller et al. 2017 — "Practical Path Guiding for Efficient Light-Transport Simulation" |
| 66 | + - SD-Tree path guiding |
| 67 | + - Woop et al. 2013 — "Watertight Ray/Triangle Intersection" |
| 68 | + - Prevents light leaking through mesh cracks |
| 69 | +- --- |
| 70 | +- ## Video Courses |
| 71 | + - "Computer Graphics" — TU Wien (YouTube, free) |
| 72 | + - Excellent lectures on rendering theory |
| 73 | + - Covers path tracing, BRDFs, Monte Carlo in depth |
| 74 | + - https://www.youtube.com/playlist?list=PLujxSBD-JXgnGmsn7gEyN28P1DnRZG7qi |
| 75 | + - "Advances in Real-Time Rendering" — SIGGRAPH courses |
| 76 | + - Annual course with cutting-edge techniques |
| 77 | + - https://advances.realtimerendering.com/ |
| 78 | + - "Introduction to Computer Graphics" — Cem Yuksel (YouTube) |
| 79 | + - Clear explanations of rendering fundamentals |
| 80 | + - "GAMES101" — Lingqi Yan (YouTube, Chinese with subtitles) |
| 81 | + - Comprehensive graphics course, excellent path tracing coverage |
| 82 | +- --- |
| 83 | +- ## Online Resources |
| 84 | + - Shadertoy — https://www.shadertoy.com/ |
| 85 | + - Many path tracer implementations to study |
| 86 | + - Search "path tracer" for examples |
| 87 | + - Inigo Quilez's articles — https://iquilezles.org/articles/ |
| 88 | + - Excellent math and rendering articles |
| 89 | + - Physically Based Rendering blog — https://www.pbr-book.org/blog |
| 90 | + - JCGT (Journal of Computer Graphics Techniques) — https://jcgt.org/ |
| 91 | + - Free peer-reviewed graphics papers |
| 92 | +- --- |
| 93 | +- ## Godot Specific |
| 94 | + - Godot source code — `servers/rendering/renderer_rd/` |
| 95 | + - Best documentation is the code itself |
| 96 | + - NVPathtracer PR/fork — study the actual implementation |
| 97 | + - Godot rendering documentation |
| 98 | + - https://docs.godotengine.org/en/stable/contributing/development/core_and_modules/custom_rendering_server.html |
| 99 | + - Godot RenderingDevice API docs |
| 100 | + - https://docs.godotengine.org/en/stable/classes/class_renderingdevice.html |
0 commit comments