Introduction to
Ray Tracing
INFG12746
What We’ll Discuss Today
• From rasterization to physically-based rendering.
• Understanding light transport simulation.
• Why this revolution matters for computer graphics.
• What you need to know as future graphics engineers.
• The mathematical and computational foundations.
FACT: Ray tracing can simulate light behavior with
near-physical accuracy
Recommend Reading
101 Ray-Tracing, Ray-Marching and
Path-Tracing Projects (Paperback)
Little Black Book
of Ray-Tracing
and Path-Tracing
(Paperback)
Learn how to ‘understand’ ray-tracing – but also how to build and improve
ray-tracers – seeing the bigger picture (mathematics, hardware,
applications, limitations, trade-offs, …)
Graphics and
Compute: Primer
Volume 5 Ray-
Tracing (Hardback)
Ray-Tracing Pocket
Book (Paperback)
Quick introduction
The Graphics Revolution: Why Now?
• Hardware acceleration finally caught up.
• Consumer GPUs with dedicated RT cores.
• Real-time performance becoming feasible.
• Industry-wide adoption in games and film.
• The end of approximation-based rendering?
People Aren’t Happy
They Want Better Graphics
What Exactly is Ray Tracing?
• Simulating the path of light through
pixels.
• Calculating intersections with scene
geometry.
• Modeling light-material interactions.
• Solving the rendering equation
numerically.
Ray Tracing vs. Rasterization
• Rasterization: Project geometry to 2D.
• Ray tracing: Simulate light from camera.
• Different computational approaches.
• Trade-offs between accuracy and speed.
• Why both techniques still matter.
The Core Algorithm: A Single Ray's Journey
• Camera generates primary rays.
• Find closest intersection with scene.
• Calculate lighting at intersection point.
• Recursively spawn secondary rays.
• Accumulate color contributions.
Key Mathematical Concepts
• Vector geometry and linear algebra.
• Ray-sphere/ray-plane intersections.
• Barycentric coordinates.
• Coordinate system transformations.
• Probability and Monte Carlo methods.
The Rendering Equation
• Kajiya's fundamental equation.
• Describes light transport mathematically.
• Accounts for emission, reflection, absorption.
• The basis for all modern rendering techniques.
Why Ray Tracing Looks More Realistic
• Accurate shadows with penumbra.
• Physically correct reflections.
• Global illumination and indirect lighting.
• Natural depth of field and motion blur.
• Correct refraction and transparency.
The Computational Challenge
• Millions of rays per frame.
• Billions of intersection tests.
• Exponential complexity with recursion.
• Memory bandwidth limitations.
STAT: A single 4K frame may require over 24 million primary rays
Acceleration Structures: BVH
• Bounding Volume Hierarchies.
• Reducing O(n) intersection tests to O(log n).
• Spatial partitioning strategies.
• Construction and traversal algorithms.
• Hardware-accelerated BVH traversal.
Modern GPU Architecture for Ray Tracing
• Dedicated RT cores.
• Hardware-accelerated intersection tests.
• Parallel ray processing.
• Memory hierarchy optimizations.
• Hybrid rendering pipelines.
Real-Time vs. Offline Ray Tracing
• Real-time: 30-60 fps, approximations.
• Offline: Minutes to hours per frame, accuracy.
• Different sampling strategies.
• Quality vs. performance trade-offs.
Hybrid Rendering Approaches
• Rasterization for primary visibility.
• Ray tracing for specific effects.
• Deferred shading with ray tracing.
• Industry standard for real-time applications.
Key Ray Tracing Effects: Shadows
• Hard shadows vs. soft shadows.
• Percentage closer filtering.
• Area light sampling.
• Contact shadows and occlusion.
Key Effects: Reflections
• Perfect specular reflections.
• Glossy reflections with roughness.
• Screen space reflections limitations.
• Ray traced reflections advantages.
Key Effects: Global Illumination
• Indirect lighting simulation.
• Color bleeding and ambient occlusion.
• Photon mapping vs. path tracing.
• Real-time GI approximations.
BREAKTHROUGH: Real-time global illumination became practical with hardware RT
Sampling and Noise Reduction
• Monte Carlo integration.
• Importance sampling strategies.
• Denoising algorithms.
• Temporal accumulation.
• AI-based denoising techniques.
Materials and BRDFs
• Bidirectional Reflectance Distribution Functions.
• Modeling surface appearance.
• Diffuse, specular, metallic materials.
• Energy conservation principles.
Texturing and Ray Tracing
• UV mapping and procedural textures.
• Texture filtering across rays.
• Normal mapping and displacement.
• Anisotropic texturing challenges.
Industry Standards: NVIDIA RTX
• Hardware and software ecosystem.
• DirectX Raytracing (DXR) API.
• Vulkan Ray Tracing extension.
• OptiX for offline rendering.
INDUSTRY SHIFT: 90% of AAA games now use some form of ray tracing
Programming Models and APIs
• DirectX Raytracing (DXR).
• Vulkan Ray Tracing.
• Metal Ray Tracing (Apple).
• CUDA and OptiX for research.
Shader Types in Ray Tracing Pipeline
• Ray generation shaders.
• Intersection shaders.
• Any-hit and closest-hit shaders.
• Miss shaders.
• Callable shaders.
Performance Optimization Techniques
• Ray coherence exploitation.
• Early ray termination.
• Adaptive sampling.
• Memory layout optimizations.
• Multi-level acceleration structures.
Common Implementation Challenges
• Fireflies (high variance samples).
• Memory management for acceleration structures.
• Denoising artifacts.
• Temporal stability issues.
• Shader compilation overhead.
Ray Tracing in Game Development
• Progressive adoption since 2018.
• Performance budgeting strategies.
• Scalability settings.
• Art pipeline adaptations.
Ray Tracing in Film and VFX
• Pixar's RenderMan and path tracing.
• Disney's Hyperion renderer.
• Monte Carlo rendering for feature films.
• Render farms and distributed rendering.
Ray Tracing in Scientific Visualization
• Volume rendering for medical imaging.
• Molecular visualization.
• Fluid dynamics simulation.
• Astrophysics and cosmological simulations.
Emerging Applications: AR/VR
• Mixed reality with realistic lighting.
• Real-time ray tracing for passthrough AR.
• Challenges for mobile and standalone VR.
• Foveated rendering with eye tracking.
Future Directions: Neural Rendering
• Neural radiance fields (NeRF).
• Combining ray tracing with machine learning.
• Neural denoising and super-resolution.
• Generative models for scene completion.
Future Directions: Hardware Evolution
• Specialized ray tracing processors.
• Photonic computing for light simulation.
• In-memory processing architectures.
• Quantum computing potential.
Educational Resources and Tools
• NVIDIA's OptiX SDK.
• Intel's Embree library.
• Blender Cycles renderer.
• Educational ray tracing frameworks.
Prerequisite Knowledge for This Course
• Linear algebra and vector calculus.
• C++ programming experience.
• Basic computer graphics concepts.
• GPU architecture fundamentals.
• Multivariable calculus and probability.
Course Structure and Expectations
• Theory lectures and practical implementations.
• Weekly programming assignments.
• Final project: simple ray tracer.
• Performance optimization challenge.
• Research paper presentation.
Career Opportunities in Ray Tracing
• Graphics engineer at game studios.
• R&D engineer at GPU companies.
• VFX and animation technical director.
• AR/VR rendering engineer.
• Research scientist in academia.
Ethical Considerations
• Environmental impact of rendering.
• Deepfakes and synthetic media.
• Accessibility of advanced graphics.
• Digital divide in graphics technology.
Common Misconceptions About Ray Tracing
• It's not just for reflections.
• It doesn't always mean photorealistic.
• It's not necessarily slower than rasterization.
• It doesn't replace all other rendering techniques.
MYTH: Ray tracing is only for Hollywood and AAA games
Getting Started: Simple Ray Tracer
• Start with spheres and planes.
• Implement basic intersection tests.
• Add simple shading models.
• Progress to triangles and meshes.
• Implement acceleration structures.
Debugging Ray Tracing Programs
• Visualize ray paths and intersections.
• Use heatmaps for performance analysis.
• Implement validation layers.
• Test with simple reference scenes.
The Beauty of Ray Tracing Mathematics
• Elegant intersection algorithms.
• Geometric transformations.
• Probability density functions.
• Numerical integration methods.
• Optimization theory applications.
Why This Knowledge Matters
• Foundation for future graphics innovation.
• Transferable skills to other domains.
• Understanding of physical light transport.
• Preparation for industry trends.
• Development of mathematical intuition.
Recommend Reading
101 Ray-Tracing, Ray-Marching and
Path-Tracing Projects (Paperback)
Little Black Book
of Ray-Tracing
and Path-Tracing
(Paperback)
Learn how to ‘understand’ ray-tracing – but also how to build and improve
ray-tracers – seeing the bigger picture (mathematics, hardware,
applications, limitations, trade-offs, …)
Graphics and
Compute: Primer
Volume 5 Ray-
Tracing (Hardback)
Ray-Tracing Pocket
Book (Paperback)
Quick introduction
Questions and Discussion
• What excites you about ray tracing?
• What challenges do you anticipate?
• How might this technology evolve?
• What applications interest you most?

Ray-Tracing an Introduction - An Overview

  • 1.
  • 2.
    What We’ll DiscussToday • From rasterization to physically-based rendering. • Understanding light transport simulation. • Why this revolution matters for computer graphics. • What you need to know as future graphics engineers. • The mathematical and computational foundations. FACT: Ray tracing can simulate light behavior with near-physical accuracy
  • 3.
    Recommend Reading 101 Ray-Tracing,Ray-Marching and Path-Tracing Projects (Paperback) Little Black Book of Ray-Tracing and Path-Tracing (Paperback) Learn how to ‘understand’ ray-tracing – but also how to build and improve ray-tracers – seeing the bigger picture (mathematics, hardware, applications, limitations, trade-offs, …) Graphics and Compute: Primer Volume 5 Ray- Tracing (Hardback) Ray-Tracing Pocket Book (Paperback) Quick introduction
  • 4.
    The Graphics Revolution:Why Now? • Hardware acceleration finally caught up. • Consumer GPUs with dedicated RT cores. • Real-time performance becoming feasible. • Industry-wide adoption in games and film. • The end of approximation-based rendering? People Aren’t Happy They Want Better Graphics
  • 5.
    What Exactly isRay Tracing? • Simulating the path of light through pixels. • Calculating intersections with scene geometry. • Modeling light-material interactions. • Solving the rendering equation numerically.
  • 6.
    Ray Tracing vs.Rasterization • Rasterization: Project geometry to 2D. • Ray tracing: Simulate light from camera. • Different computational approaches. • Trade-offs between accuracy and speed. • Why both techniques still matter.
  • 7.
    The Core Algorithm:A Single Ray's Journey • Camera generates primary rays. • Find closest intersection with scene. • Calculate lighting at intersection point. • Recursively spawn secondary rays. • Accumulate color contributions.
  • 8.
    Key Mathematical Concepts •Vector geometry and linear algebra. • Ray-sphere/ray-plane intersections. • Barycentric coordinates. • Coordinate system transformations. • Probability and Monte Carlo methods.
  • 9.
    The Rendering Equation •Kajiya's fundamental equation. • Describes light transport mathematically. • Accounts for emission, reflection, absorption. • The basis for all modern rendering techniques.
  • 10.
    Why Ray TracingLooks More Realistic • Accurate shadows with penumbra. • Physically correct reflections. • Global illumination and indirect lighting. • Natural depth of field and motion blur. • Correct refraction and transparency.
  • 11.
    The Computational Challenge •Millions of rays per frame. • Billions of intersection tests. • Exponential complexity with recursion. • Memory bandwidth limitations. STAT: A single 4K frame may require over 24 million primary rays
  • 12.
    Acceleration Structures: BVH •Bounding Volume Hierarchies. • Reducing O(n) intersection tests to O(log n). • Spatial partitioning strategies. • Construction and traversal algorithms. • Hardware-accelerated BVH traversal.
  • 13.
    Modern GPU Architecturefor Ray Tracing • Dedicated RT cores. • Hardware-accelerated intersection tests. • Parallel ray processing. • Memory hierarchy optimizations. • Hybrid rendering pipelines.
  • 14.
    Real-Time vs. OfflineRay Tracing • Real-time: 30-60 fps, approximations. • Offline: Minutes to hours per frame, accuracy. • Different sampling strategies. • Quality vs. performance trade-offs.
  • 15.
    Hybrid Rendering Approaches •Rasterization for primary visibility. • Ray tracing for specific effects. • Deferred shading with ray tracing. • Industry standard for real-time applications.
  • 16.
    Key Ray TracingEffects: Shadows • Hard shadows vs. soft shadows. • Percentage closer filtering. • Area light sampling. • Contact shadows and occlusion.
  • 17.
    Key Effects: Reflections •Perfect specular reflections. • Glossy reflections with roughness. • Screen space reflections limitations. • Ray traced reflections advantages.
  • 18.
    Key Effects: GlobalIllumination • Indirect lighting simulation. • Color bleeding and ambient occlusion. • Photon mapping vs. path tracing. • Real-time GI approximations. BREAKTHROUGH: Real-time global illumination became practical with hardware RT
  • 19.
    Sampling and NoiseReduction • Monte Carlo integration. • Importance sampling strategies. • Denoising algorithms. • Temporal accumulation. • AI-based denoising techniques.
  • 20.
    Materials and BRDFs •Bidirectional Reflectance Distribution Functions. • Modeling surface appearance. • Diffuse, specular, metallic materials. • Energy conservation principles.
  • 21.
    Texturing and RayTracing • UV mapping and procedural textures. • Texture filtering across rays. • Normal mapping and displacement. • Anisotropic texturing challenges.
  • 22.
    Industry Standards: NVIDIARTX • Hardware and software ecosystem. • DirectX Raytracing (DXR) API. • Vulkan Ray Tracing extension. • OptiX for offline rendering. INDUSTRY SHIFT: 90% of AAA games now use some form of ray tracing
  • 23.
    Programming Models andAPIs • DirectX Raytracing (DXR). • Vulkan Ray Tracing. • Metal Ray Tracing (Apple). • CUDA and OptiX for research.
  • 24.
    Shader Types inRay Tracing Pipeline • Ray generation shaders. • Intersection shaders. • Any-hit and closest-hit shaders. • Miss shaders. • Callable shaders.
  • 25.
    Performance Optimization Techniques •Ray coherence exploitation. • Early ray termination. • Adaptive sampling. • Memory layout optimizations. • Multi-level acceleration structures.
  • 26.
    Common Implementation Challenges •Fireflies (high variance samples). • Memory management for acceleration structures. • Denoising artifacts. • Temporal stability issues. • Shader compilation overhead.
  • 27.
    Ray Tracing inGame Development • Progressive adoption since 2018. • Performance budgeting strategies. • Scalability settings. • Art pipeline adaptations.
  • 28.
    Ray Tracing inFilm and VFX • Pixar's RenderMan and path tracing. • Disney's Hyperion renderer. • Monte Carlo rendering for feature films. • Render farms and distributed rendering.
  • 29.
    Ray Tracing inScientific Visualization • Volume rendering for medical imaging. • Molecular visualization. • Fluid dynamics simulation. • Astrophysics and cosmological simulations.
  • 30.
    Emerging Applications: AR/VR •Mixed reality with realistic lighting. • Real-time ray tracing for passthrough AR. • Challenges for mobile and standalone VR. • Foveated rendering with eye tracking.
  • 31.
    Future Directions: NeuralRendering • Neural radiance fields (NeRF). • Combining ray tracing with machine learning. • Neural denoising and super-resolution. • Generative models for scene completion.
  • 32.
    Future Directions: HardwareEvolution • Specialized ray tracing processors. • Photonic computing for light simulation. • In-memory processing architectures. • Quantum computing potential.
  • 33.
    Educational Resources andTools • NVIDIA's OptiX SDK. • Intel's Embree library. • Blender Cycles renderer. • Educational ray tracing frameworks.
  • 34.
    Prerequisite Knowledge forThis Course • Linear algebra and vector calculus. • C++ programming experience. • Basic computer graphics concepts. • GPU architecture fundamentals. • Multivariable calculus and probability.
  • 35.
    Course Structure andExpectations • Theory lectures and practical implementations. • Weekly programming assignments. • Final project: simple ray tracer. • Performance optimization challenge. • Research paper presentation.
  • 36.
    Career Opportunities inRay Tracing • Graphics engineer at game studios. • R&D engineer at GPU companies. • VFX and animation technical director. • AR/VR rendering engineer. • Research scientist in academia.
  • 37.
    Ethical Considerations • Environmentalimpact of rendering. • Deepfakes and synthetic media. • Accessibility of advanced graphics. • Digital divide in graphics technology.
  • 38.
    Common Misconceptions AboutRay Tracing • It's not just for reflections. • It doesn't always mean photorealistic. • It's not necessarily slower than rasterization. • It doesn't replace all other rendering techniques. MYTH: Ray tracing is only for Hollywood and AAA games
  • 39.
    Getting Started: SimpleRay Tracer • Start with spheres and planes. • Implement basic intersection tests. • Add simple shading models. • Progress to triangles and meshes. • Implement acceleration structures.
  • 40.
    Debugging Ray TracingPrograms • Visualize ray paths and intersections. • Use heatmaps for performance analysis. • Implement validation layers. • Test with simple reference scenes.
  • 41.
    The Beauty ofRay Tracing Mathematics • Elegant intersection algorithms. • Geometric transformations. • Probability density functions. • Numerical integration methods. • Optimization theory applications.
  • 42.
    Why This KnowledgeMatters • Foundation for future graphics innovation. • Transferable skills to other domains. • Understanding of physical light transport. • Preparation for industry trends. • Development of mathematical intuition.
  • 43.
    Recommend Reading 101 Ray-Tracing,Ray-Marching and Path-Tracing Projects (Paperback) Little Black Book of Ray-Tracing and Path-Tracing (Paperback) Learn how to ‘understand’ ray-tracing – but also how to build and improve ray-tracers – seeing the bigger picture (mathematics, hardware, applications, limitations, trade-offs, …) Graphics and Compute: Primer Volume 5 Ray- Tracing (Hardback) Ray-Tracing Pocket Book (Paperback) Quick introduction
  • 44.
    Questions and Discussion •What excites you about ray tracing? • What challenges do you anticipate? • How might this technology evolve? • What applications interest you most?