- Ray Tracing in One Weekend (Series)
Free online book series building a path tracer in C++ from scratch over a weekend-style pace.
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· <general><shaders><book><acceleration><carlo><integrators><monte><pathtracing> - Spectral rendering, part 2: Real-time rendering
Spectral rendering, part 2: Real-time rendering is a November 2025 Moments in Graphics blog post by Christoph Peters on Monte Carlo wavelength sampling for efficient spectral…
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· <advanced><brdf><carlo><matching><monte><sampling><spectral><strategies> - GPU Tracing Participating Media
Personal technical article by Alex Tardif with an HLSL path-tracer implementation of participating media ideas from Physically Based Rendering, framed as a simpler companion for…
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· <shaders><advanced><companion><gpu><media><participating><technical><volumetric> - SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice
SIGGRAPH 2025 Course: Physically Based Shading in Theory and Practice is the course page for the SIGGRAPH physically based shading course, organized by Stephen Hill and Stephen…
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· <general><shaders><advanced><brdf><film><materials><offline><sampling> - Ray Tracing using HIP
Ray Tracing using HIP is an AMD technical report (No.
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· <carlo><gpu><materials><monte><sampling><scenes><technical> - Toroidally Progressive Stratified Sampling in 1D
Toroidally Progressive Stratified Sampling in 1D is an August 2025 blog post by demofox2 on The blog at the bottom of the sea about making stratified 1D Monte Carlo samples…
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· <carlo><companion><monte><prose><sampling><working><github> - Scratchapixel
Free computer graphics course starting from ray tracing and rasterization basics with C++ examples.
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· <general><acceleration><brdf><carlo><monte><pathtracing><cpp> - All Rays Lead to Rome: Next-Gen Graphics in Anno 117: Pax Romana
All Rays Lead to Rome: Next-Gen Graphics in Anno 117: Pax Romana is a recorded talk by Aaron Scherzinger, presented at GDC Vault.
GDC Vault talk by Aaron Scherzinger (Ubisoft…
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· <advanced><acceleration><gpu><scenes><structures><technical><working> - NVIDIA Vulkan Ray Tracing Tutorial
NVIDIA Vulkan Ray Tracing Tutorial is a progressive Vulkan 1.4 tutorial site by Martin-Karl Lefrancois at NVIDIA (nvpro-samples), version 2.0, that converts a raster foundation…
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· <shaders><acceleration><brdf><companion><gpu><working><github> - Neural Visibility Cache for Real-Time Light Sampling
Neural Visibility Cache for Real-Time Light Sampling is a Journal of Computer Graphics Techniques Vol.
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· <advanced><brdf><carlo><gpu><monte><sampling><working> - NVIDIA Donut
NVIDIA's open-source rendering framework and sample base for RTX research and demos.
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· <advanced><acceleration><companion><materials><scenes><structures><github> - Fog rendering
Fog rendering is a March 2026 technical note by Nicholas Chapman on Forward Scattering deriving classic fog blending and exponential height fog from volumetric transport.
It…
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· <shaders><advanced><media><participating><technical><transport><volumetric> - OpenPBR: Novel Features and Implementation Details
OpenPBR: Novel Features and Implementation Details is a technical companion paper by Jamie Portsmouth (Autodesk), Peter Kutz (Adobe), and Stephen Hill (Lucasfilm) for the OpenPBR…
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· <shaders><advanced><companion><film><materials><technical><transport> - Real-Time Importance Deep Shadows Maps with Hardware Ray Tracing
Real-Time Importance Deep Shadows Maps with Hardware Ray Tracing presents a 2025 Computer Graphics Forum paper by Rene Kern, Felix Brull, and Thorsten Grosch on real-time deep…
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· <shaders><advanced><acceleration><matching><media><volumetric><working> - Physically Based Rendering
Alex Tardif’s Physically Based Rendering page is a practitioner-oriented explainer of energy-conserving shading terms - diffuse, specular, Fresnel, and microfacet models - for real
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· <shaders><brdf><media><participating><sampling><technical> - Drawing Thousands of Meshes with DrawMeshInstanced / Indirect (Toqoz)
Toqoz's November 2019 toqoz.fyi post walks through drawing very large mesh counts in Unity with Graphics.DrawMeshInstanced and Graphics.DrawMeshInstancedIndirect, with C# samples,
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· <shaders><advanced><gpu><structures><technical><working><github> - The blog at the bottom of the sea
Alan Wolfe's blog on graphics programming, blue noise, sampling, path tracing, GPU sorting, and game-dev math.
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· <shaders><carlo><monte><pathtracing><sampling><github> - Lighting mannequin
Lighting Mannequin is an October 2025 production blog post by Peter Strahle on lighting workflows for the Quest 2 multiplayer VR title Mannequin.
It covers readable path…
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· <advanced><gpu><matching><materials><technical><volumetric> - Steerable Perlin Noise
Steerable Perlin Noise presents a SIGGRAPH Talks 2025 note by Jacob Rice of Walt Disney Animation Studios that adds controllable anisotropy to classic Perlin noise while keeping…
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· <shaders><companion><materials><technical><volumetric><github> - Adaptive Tetrahedral Grids for Volumetric Path-Tracing
Adaptive Tetrahedral Grids for Volumetric Path-Tracing presents a SIGGRAPH Talks 2025 publication by Anis Benyoub and Jonathan Dupuy of Intel Corporation on the GGX Research…
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· <advanced><gpu><media><structures><volumetric><working>