RAY_TRACE

Real-Time Noise Filtering For Light Simulations | Two Minute Papers #181 via @marcosalvi

ライティングに対して適用するノイズフィルタに関する動画です.

Interactive Reconstruction of Monte Carlo Image Sequences using a Recurrent Denoising Autoencoder via @DerekRenderling

http://research.nvidia.com/publication/interactive-reconstruction-monte-carlo-image-sequences-using-recurrent-denoising ニューラルネットワークでレンダラーのノイズを除去する研究です.

Octane AI denoiser update (see GTC17 slides: 50-56) via @OTOY

https://www.facebook.com/groups/OctaneRender/permalink/806910102819403/ Octane レンダラーでノイズを AI で除去する検証の更新記事です.

NVIDIA Brings AI to Ray Tracing to Speed Graphics Workloads

https://blogs.nvidia.com/blog/2017/05/10/ai-for-ray-tracing/

Unity 5.6 uses Intel embree

Unity 5.6 からインテルが開発したレイトレースのライブラリ embree.dll が含まれています. Progressive Lightmapper の内部で使っているのかもしれません.

Raytracing Reflection, Refraction, Fresnel, Total Internal Reflection, and Beer’s Law via @Atrix256

http://blog.demofox.org/2017/01/09/raytracing-reflection-refraction-fresnel-total-internal-reflection-and-beers-law/ ShaderToy : https://www.shadertoy.com/view/4tyXDR 透過する物体のレイトレースに関する記事です.

Hybrid rendering for real-time lighting: ray tracing vs rasterization via ‏@CasualEffects

https://imgtec.com/blog/hybrid-rendering-for-real-time-lighting/ Imagination Technologies 社によるハイブリッド描画(ラスタライズ + レイトレース)に関する記事です.

Creating a Volumetric Ray Marcher via @ShaderBits

http://shaderbits.com/blog/creating-volumetric-ray-marcher ボリュームに対するレイマーチを UE4 上で行う記事です.

Ray Marched Heightmaps via @ShaderBits

http://shaderbits.com/blog/ray-marched-heightmaps ハイトマップのレイマーチについて

Raymarching Distance Fields: Concepts and Implementation in Unity via @ShaderBits

http://flafla2.github.io/2016/10/01/raymarching.html Unity でのディスタンスフィールドのレイマーチについて

Path Tracing – Getting Started With Diffuse and Emissive via @Atrix256

http://blog.demofox.org/2016/09/21/path-tracing-getting-started-with-diffuse-and-emissive/

Optimizing Ray Marching through Partial Evaluation via @Love2Code

https://pointersgonewild.com/2016/05/08/optimizing-ray-marching-through-partial-evaluation/

Tutorial of Ray Casting, Ray Tracing and Ray Marching

http://blog.ruofeidu.com/tutorial-of-ray-casting-ray-tracing-and-ray-marching/

Bidirectional Path Tracing 9 - Some images and postmortem

http://rendering-memo.blogspot.jp/2016/03/bidirectional-path-tracing-9-some.html

PowerVR related links

ray tracing and high-end graphics on mobile http://blog.imgtec.com/powervr/gdc-2016-ray-tracing-graphics-mobile A look at the PowerVR graphics architecture: Deferred rendering http://blog.imgtec.com/powervr/the-dr-in-tbdr-deferred-renderin…

Ray traced soft shadows in real time in Spellwrath

http://blog.imgtec.com/powervr-developers/ray-traced-soft-shadows-in-real-time-spellwrath

Ray Tracing: the Next Week Kindle Edition via @Peter_shirley

Ray Tracing: the Next Week Kindle Edition http://www.amazon.com/Ray-Tracing-Next-Peter-Shirley-ebook/dp/B01CO7PQ8C Ray Tracing in One Weekend http://www.amazon.com/Ray-Tracing-Weekend-Peter-Shirley-ebook/dp/B01B5AODD8/

Ray tracing, the walking dead and monster trucks at MWC 2016

article : http://blog.imgtec.com/multimedia/ray-tracing-the-walking-dead-and-monster-trucks-at-mwc-2016

"Enhanced Sphere Tracing" Benjamin Keinert. STAG 2014

http://erleuchtet.org/~cupe/permanent/enhanced_sphere_tracing.pdf Abstract In this paper we present several performance and quality enhancements to classical sphere tracing: First, we propose a safe, over-relaxation-based method for accele…

simple pathtracing by iq

http://iquilezles.org/www/articles/simplepathtracing/simplepathtracing.htm

texturing and raymarching by iq

http://www.iquilezles.org/www/articles/filteringrm/filteringrm.htm

GPU path tracing tutorial 2: interactive triangle mesh path tracing

http://raytracey.blogspot.jp/2015/12/gpu-path-tracing-tutorial-2-interactive.html

CloudLight: A System for Amortizing IndirectLighting in Real-Time Rendering

http://jcgt.org/published/0004/04/01/

GPU path tracing tutorial 1: Drawing First Blood

http://raytracey.blogspot.jp/2015/10/gpu-path-tracing-tutorial-1-drawing.html

SmallUPBP : A (not too) small physically based volumetric renderer

http://www.smallupbp.com/

Ray Tracing / Subsurface Scattering @ Function 2015

Substance Designer 5.3: Using the Nvidia iRay Renderer

Escher and the Droste effect – webgl fragment shader

Article : http://reindernijhoff.net/2014/05/escher-droste-effect-webgl-fragment-shader/ ShaderToy : https://www.shadertoy.com/view/Mdf3zM

Brigade Update from OTOY's Presentation at NVIDIA GTC 2015

AN EFFICIENT METHOD FOR RENDERING FROSTED GLASS

article : http://blog.maxwellrender.com/tips/fast-and-frosted-2/