Ray Tracey's blog

Quasi-random, more or less unbiased blog about real-time photorealistic GPU rendering

Monday, November 12, 2012

Caustics

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Posted by Sam Lapere at 12:40 AM 14 comments:
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About Me

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Sam Lapere
Passionate about real-time photoreal rendering with path tracing. Unreal developer. Previously scientific visualization developer, product manager and QA lead at NVIDIA, scientific visualization team manager at the EPFL Blue Brain Project, co-founder and technical director at Lightspeed Graphics NZ, project lead at Auckland Uni, PM for OctaneRender and driving the creative direction behind the Brigade real-time path tracing for games research project , photoreal 3D graphics consultant, medical imaging researcher and M.D. My tutorial series on GPU path tracing on GitHub. Check my Youtube channel with pioneering research into real-time path tracing (2011-2013). If you want to know more about why I started this blog, read this inverview from Nov 2013 in which I talked about my vision of CGI.
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Interesting links

  • Scratch-a-Pixel ray/path tracing tutorials (fantastic resource which explains the math behind physically based rendering in a intuitive way)
  • Khan Academy beginner level ray tracing tutorials
  • Ray Tracing in One Weekend (free online book series)
  • Ray Tracing Gems 1 (free book by Nvidia)
  • Ray Tracing Gems 2 (free book)
  • PBRT (the rendering bible, free online version)
  • Physically based rendering course from Vienna University of Technology (easy-to-understand free online course if you find PBRT too "thick")
  • SIGGRAPH 2010 course on importance sampling for production rendering
  • SIGGRAPH 2013 course on physically based shading
  • SIGGRAPH 2017 course on production volume rendering
  • SIGGRAPH 2018 course on MC methods for physically based volume rendering
  • Two Minute Papers (research simply expained)
  • LearnOpenGL (excelllent tutorial series for learning modern OpenGL)

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