101 Ray-Tracing, Ray-Marching & Path-Tracing Projects is both a learning resource and a reference text that provides lots of hands-on examples to teach and inspire you! If you're looking to get started - or want to try out something new - this text is definetly for you!
• Make Ray-Tracing Fun and Interesting (from spheres and fractals to games and optmizations)
• Large range of hands-on examples (with code) from very basic through to more complex/advanced concepts
• 101 project examples (yes, 101!!)
• Great resource for building up your portfolio
• Quick reference text (how-to) for times when you've forgotten or need to know how to do something
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List 101 Projects
I Part 1: Fundamentals of Ray Tracing and WGSL (Basics & Setup)
15 Handling Multiple Light Sources in a Ray-Tracer
16 Implementing Reflection with Mirror-Like Surfaces for Ray-Tracer
17 Refraction and the Basics of Snell’s Law for Ray-Tracer
18 Adding Fresnel Effects for Realistic Transparency for Ray-Tracer
19 Antialiasing with Supersampling for Ray-Tracer
20 Rendering Depth Maps Using Ray Tracing for Ray-Tracer
21 Introducing Acceleration Structures for Faster Rendering for RayTracer
III Part 3: Expanding the Ray Tracer with Materials & Effects
22 Implementing a Simple Metal Material
23 Simulating Rough Surfaces with Microfacet Models
24 Procedural Textures and Checkerboard Materials
25 Using Image Textures in a Ray Tracer
26 Applying Bump Mapping for Surface Detail
27 Creating a Skybox for Ray-Traced Scenes
28 Fog and Atmospheric Effects Using Ray Marching
29 Implementing Depth of Field with Ray Perturbation
30 Ray-Tracing Motion Blur for Moving Objects
31 Adding a Dielectric Material for Glass-Like Surfaces
IV Part 4: Introduction to Ray Marching
32 Understanding Signed Distance Fields (SDFs)
33 Rendering a Sphere Using Ray Marching
34 Blending SDF Shapes (Smooth Union)
35 Combining Multiple SDF Primitives
36 Constructive Solid Geometry (CSG) with SDFs
37 Implementing Smooth Min for Organic Shapes
38 Creating a Ray-Marched Torus 39 Procedural 3D Grid of Cubes
40 Ray-Marched Fractal (Mandelbulb)
41 Adding Soft Shadows to Ray-Marched Objects
42 Combining Ray Marching with Ray Tracing
V Part 5: Path Tracing and Global Illumination
43 Introduction to Monte Carlo Path Tracing
44 Importance Sampling for Efficient Light Calculations
45 Implementing a Simple Diffuse Path Tracer
46 Rendering Global Illumination with Multiple Bounces
47 Sampling the Hemisphere for Better Diffuse Lighting Path Tracer
48 Path Tracing a Metal Material with Importance Sampling
49 Efficiently Handling Russian Roulette Termination Path Tracer
50 Implementing Next Event Estimation for Direct Lighting
51 Rendering Soft Shadows with Path Tracing
52 Realistic Glass Rendering Using Path-Traced Refraction
VI Part 6: Advanced Rendering Techniques
53 Simulating Subsurface Scattering with Path Tracing
54 Using BVH Acceleration Structures for Ray-Tracing
55 Implementing Photon Mapping for Caustics
56 Realistic Car Paint Material with Multiple Layers
57 Rendering Fire and Smoke with Volumetric Path Tracing 58 Combining Ray Tracing and Rasterization
59 Adding Temporal Denoising for Noisy Path-Traced Images
60 Rendering Hair Strands Using Ray-Tracing Techniques
61 Simulating Water with Ray-Traced Refractions and Waves
VII Part 7: Real-Time Ray Tracing and Hybrid Rendering
62 Real-Time Ray-Traced Shadows in WebGPU - Hybrid Rendering
63 Ray-Tracing in a Deferred Rendering Pipeline
64 Interactive Path Tracing with Adaptive Sampling
65 Implementing Ray-Traced Global Illumination in Real-Time
66 Hybrid Rendering: Combining Rasterization and Ray Tracing
67 Foveated Rendering for VR Using Ray-Tracing
68 Accelerating Path Tracing with Compute Shaders
69 Implementing a Real-Time Ray-Traced Mirror
VIII Part 8: Artistic and Experimental Ray Tracing
70 Simulating Pencil Sketch Ray-Traced Rendering
71 Creating a Watercolor Ray-Tracing Shader
72 Rendering a Cel-Shaded Cartoon-Style Scene
73 Implementing Non-Photorealistic Rendering with Ray-Tracing
74 Simulating Holograms with Wave-Based Ray Marching
75 Rendering a Cyberpunk Cityscape Using Ray Marching
76 Creating a Sci-Fi Holographic HUD with Ray Marching
77 Ray-Traced 3D Typography with SDFs
78 Procedural City Generation Using Ray Marching
79 Implementing a Night Vision Ray-Tracing Effect
80 Ray-Traced Lava Lamp with Dynamic Fluid Effects
81 Rendering a Crystal with Light Dispersion
82 Simulating a Retro CRT Monitor Look
83 Infinite Tunnel with Ray Marching
IX Part 9: Ray-Tracing Games & Interactive Projects
84 Ray-Traced Maze Generation and Exploration
85 Implementing a Simple Ray-Traced FPS Shooter
86 Creating a Ray-Traced Racing Game with Reflections
87 Interactive Mirror Room with Ray-Traced Reflections
88 Implementing a Ray-Traced Portal System
89 Ray-Traced Pool Game with Accurate Ball Bouncing
90 Realistic Billiards with Path Tracing and Physics
91 Using Ray-Tracing for Stealth-Based Light Detection
92 Procedural Cave Exploration with Ray Marching
93 Infinite Runner with Ray-Traced Obstacles
X Part 10: Experimental and Cutting-Edge Ray Tracing
94 Implementing a Wave-Based Light Simulation with Ray Marching
95 Ray-Tracing with WGSL and Machine Learning
96 Simulating Lens Aberrations in a Ray-Tracer
97 Implementing Ray-Traced Caustics for Underwater Scenes
98 Creating Hyper-Realistic Eyes with Path Tracing
99 Rendering Quantum Dot Displays with Ray Tracing
100 Simulating Black Hole Lensing with Ray Marching
101 Procedural Planet Rendering with Ray Marching