PathTracer Learning
- A structured learning path for building a complete GPU path tracer — from foundational mathematics through Vulkan ray tracing and production-quality rendering.
- This series is based on research into modern rendering techniques, GPU path tracing APIs, and Godot engine internals.
- Prerequisite: It is recommended to work through Graphics Programming From Scratch before starting this series, as it covers PBR, the rendering equation, and GPU fundamentals from the ground up.
Learning Phases
- Follow these phases in order. Each phase builds directly on the last.
- PathTracer Learning Phase 1 Math for Graphics
- Vectors, dot and cross products, coordinate systems, radiometry, probability theory, and the rendering equation
- PathTracer Learning Phase 2 CPU Ray Tracing
- Build a complete software ray tracer in C++ first — understand the algorithm before moving to GPU
- See also: PathTracer Learning Ray Tracing in One Weekend
- PathTracer Learning Phase 3 GPU and Vulkan
- Vulkan ray tracing extension, shader binding tables, BLAS and TLAS acceleration structures
- PathTracer Learning Phase 4 Godot Internals
- RenderingDevice API, RenderSceneBuffers, how Godot’s renderer is structured
- PathTracer Learning Phase 5 Advanced Topics
- ReSTIR, DLSS, denoising, temporal accumulation, and production-quality rendering
Core Algorithms
- PathTracer Learning Path Tracing Algorithm
- The complete path tracing algorithm — how Monte Carlo integration solves the rendering equation
- PathTracer Learning BLAS and TLAS
- Acceleration structures — how rays find geometry efficiently at GPU speeds
- PathTracer Learning Vulkan RT Pipeline
- VK_KHR_ray_tracing_pipeline — ray generation, closest-hit, miss, and any-hit shaders
- PathTracer Learning DLSS and Denoising
- Temporal accumulation, DLSS 3.5 Ray Reconstruction, and denoising strategies
- PathTracer Learning ReSTIR
- Reservoir-based spatiotemporal importance resampling for real-time path tracing
Math and Radiometry
- PathTracer Learning Dot Product
- PathTracer Learning Cross Product
- PathTracer Learning Solid Angle
- PathTracer Learning Radiometry
- PathTracer Learning Render Equation
- PathTracer Learning Monte Carlo Integration
- PathTracer Learning Importance Sampling
- PathTracer Learning MIS
Geometry and Intersection
- PathTracer Learning Ray Definition
- PathTracer Learning Ray Triangle Intersection
- PathTracer Learning AABB
- PathTracer Learning BVH Construction
- Pathtracer Concept BVH Traversal
- PathTracer Learning Camera Model
Shading and Materials
- PathTracer Learning Physically Based Rendering
- PathTracer Learning BRDF
- PathTracer Learning Microfacet Theory
- PathTracer Learning Fresnel Effect
- PathTracer Learning Normal Mapping
- PathTracer Learning Environment Map
Path Tracing Techniques
- PathTracer Learning Russian Roulette
- PathTracer Learning Next Event Estimation
- PathTracer Learning Temporal Accumulation
- PathTracer Learning Concept Temporal Rejection
- PathTracer Learning Tone Mapping
- PathTracer Learning Anti-Aliasing
Vulkan Internals
Reference
- PathTracer Learning Books and Tutorials
- Ray Tracing in One Weekend, PBRT, Ray Tracing Gems, key papers
- PathTracer Learning Chat Analysis
- Notes from Godot NVPathtracer contributor discussions