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. Previously Omniverse RTX Renderer QA engineer, product manager and scientific visualization engineer 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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