This repository accompanies Ray Tracing Gems II: Next Generation Rendering with DXR, Vulkan, and OptiX

Apress Source Code

This repository accompanies Ray Tracing Gems II: Next Generation Rendering with DXR, Vulkan, and OptiX by Adam Marrs, Peter Shirley, and Ingo Wald (Apress, 2021).

See http://raytracinggems.com for further information about the book.

Cover image

Download the files as a zip using the green button, or clone the repository to your machine using Git.

Releases

Errata for the book is available here.

Release v1.0 corresponds to the code in the published book, without corrections or updates.

Contributions

See Contributing for information on how you can contribute to this repository.

License

All code here is released under the MIT License, copyright 2021 NVIDIA Corporation, unless otherwise noted within an individual chapter's files. This license reads as follows:

Copyright 2021 NVIDIA Corporation

Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:

The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.

THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.

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Source code for books published by Apress. For more information go to www.apress.com/source-code.
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Comments
  • Chapter 23 Figure 23-4 updateReservoir function

    Chapter 23 Figure 23-4 updateReservoir function

    @acmarrs-nvidia Hey Adam! In Chapter 23, Figure 23-4, the code as listed looks like the following:

    function updateReservoir(Reservoir result, Reservoir input)
        result.totalWeight+= input.weight;
        result.M++;
        if rand() < (input.weight/result.totalWeight) then
            result.sample = input.sample;
            result.sampleTargetPdf = input.sampleTargetPdf;
        return result;
    
    function mergeReservoirs(Reservoir r1, Reservoir r2)
        Reservoir merged;
        updateReservoir(merged, r1);
        updateReservoir(merged, r2);
        merged.M = r1.M + r2.M;
        return merged;
    

    As written, this code works but I believe updateReservoir has a bug in it, specifically related to the update of result.M (which denotes the sample count). I believe the correct update should be result.M += input.M;. Note that the listing as a whole works provided the user only uses mergeReservoirs because merged.M is overwritten with the correct result afterwards. A refactored code listing might look like:

    function updateReservoir(Reservoir result, Reservoir input)
        result.totalWeight+= input.weight;
        result.M += input.M;
        if rand() < (input.weight/result.totalWeight) then
            result.sample = input.sample;
            result.sampleTargetPdf = input.sampleTargetPdf;
        return result;
    
    function mergeReservoirs(Reservoir r1, Reservoir r2)
        Reservoir merged = r1;
        updateReservoir(merged, r2);
        return merged;
    

    Note: the only distinction between mergeReservoirs and updateReservoir as implemented above is that the former leaves its arguments r1 and r2 unchanged, while updateReservoir mutates the first argument.

  • Chapter 4 code listing

    Chapter 4 code listing

    Listing 4-1, is:

    vec3 tmpu = P - A, tmpv = P - B, tmpw = P - C // ... vec3 Pp = P + u*tmpu + v*tmpv + w*tmpw

    As source Spectral light transport simulation using a precision-based ray tracing architecture is quoted. Here, the last line looks like this (adjusting for code style):

    vec3 Pp = u*(A + tmpu) + v*(B + tmpv) + w*(C + tmpw)

    I don´t think they are equivalent, and the first version gives me unexpected results. Is this a mistake?

  • Removed warnings from validation layer.

    Removed warnings from validation layer.

    I'm studing Vulkan Raytracing. While reading "Ray Tracing Gems II", I found a mistake.

    In Chapter 16 "INTRODUCTION TO VULKAN RAY TRACING", I seem to it needed "VK_BUFFER_USAGE_ACCELERATION_STRUCTURE_BUILD_INPUT_READ_ONLY_BIT_KHR". (at List 16-18)

    i use Vulkan SDK version 1.2.182.0.

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Implementation of Peter Shirley's Ray Tracing In One Weekend book using Vulkan and NVIDIA's RTX extension.
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