Books and Tutorials


Essential Books

  • “Ray Tracing in One Weekend” series — Peter Shirley (free online)
    • Book 1: Ray Tracing in One Weekend — basic ray tracer
    • Book 2: Ray Tracing: The Next Week — BVH, textures, motion blur
    • Book 3: Ray Tracing: The Rest of Your Life — Monte Carlo, importance sampling
    • URL: https://raytracing.github.io/
    • Best starting point — builds intuition before GPU
  • “Physically Based Rendering: From Theory to Implementation” (PBRT)
    • Pharr, Jakob, Humphreys — the definitive reference
    • 4th edition free online: https://pbr-book.org/
    • Covers everything: BVH, BRDFs, Monte Carlo, spectral rendering, volumes
    • Very dense — use as reference, not cover-to-cover
    • Chapter 9 (Reflection Models) and Chapter 13 (Monte Carlo) are essential
  • “Real-Time Rendering” — Akenine-Möller et al.
    • Chapter 26: Real-Time Ray Tracing
    • Good overview of hardware RT and denoising
  • “Fundamentals of Computer Graphics” — Shirley & Marschner
    • Good intro to the math before diving into PBRT

Vulkan Ray Tracing


Key Papers

  • Kajiya 1986 — “The Rendering Equation”
    • Foundation of physically-based rendering
  • Möller & Trumbore 1997 — “Fast, Minimum Storage Ray/Triangle Intersection”
    • The standard ray-triangle intersection algorithm
  • Walter et al. 2007 — “Microfacet Models for Refraction through Rough Surfaces”
    • GGX BRDF derivation
  • Heitz 2014 — “Understanding the Masking-Shadowing Function in Microfacet-Based BRDFs”
    • Definitive reference for Smith G term
  • Heitz 2018 — “Sampling the GGX Distribution of Visible Normals”
    • VNDF sampling — better importance sampling for GGX
  • Burley 2012 — “Physically-Based Shading at Disney”
    • Disney Principled BRDF — the basis for most PBR workflows
  • Veach & Guibas 1995 — “Optimally Combining Sampling Techniques for Monte Carlo Rendering”
    • MIS (Multiple Importance Sampling) — essential for path tracing
  • Bitterli et al. 2020 — “Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting”
    • ReSTIR DI paper
  • Ouyang et al. 2021 — “ReSTIR GI: Path Resampling for Real-Time Path Tracing”
    • ReSTIR GI paper
  • Schied et al. 2017 — “Spatiotemporal Variance-Guided Filtering”
    • SVGF denoiser
  • Müller et al. 2017 — “Practical Path Guiding for Efficient Light-Transport Simulation”
    • SD-Tree path guiding
  • Woop et al. 2013 — “Watertight Ray/Triangle Intersection”
    • Prevents light leaking through mesh cracks

Video Courses

  • “Computer Graphics” — TU Wien (YouTube, free)
  • “Advances in Real-Time Rendering” — SIGGRAPH courses
  • “Introduction to Computer Graphics” — Cem Yuksel (YouTube)
    • Clear explanations of rendering fundamentals
  • “GAMES101” — Lingqi Yan (YouTube, Chinese with subtitles)
    • Comprehensive graphics course, excellent path tracing coverage

Online Resources


Godot Specific