Ray Tracing Gems II - Chapter Previews

Rendering experts come together to unearth true “gems” for developers of games, architectural applications, visualization, and more in this exciting era of real-time rendering.

Every Wednesday in July, NVIDIA Developer's can access pre-print PDFs of full chapters from the upcoming book Ray Tracing Gems II available free for download.


Chapter 14

Written by Jakub Boksansky and Adam Marrs. In this chapter, we walk through the steps to implement a simple, but sufficiently featured, progressive path tracer to serve as a "known-correct" reference to compare real-time methods against.

Download Chapter 14

Chapter 22

Written by Chris Wyman. In this chapter, we cover reservoir sampling - a family of algorithms that, given a stream of N elements, randomly select a K-element subset in a single pass. Usually, K is defined as a small constant, but N need not be known in advance.

Download Chapter 22

Chapter 30

Written by Xueqing Yang and Yaobin Ouyang. This chapter presents two real-time techniques for rendering caustics effects with ray tracing. Both techniques are fully dynamic, low cost, and ready-to-use with no data preprocessing requirements.

Download Chapter 30

Chapter 46

Written by Juha Sjöholm, Paula Jukarainen, and Tatu Aalto. This chapter presents how all ray tracing based effects were implemented in Remedy Entertainment's Control.

Download Chapter 46

Enter to Win a Limited Edition Hardcover

To celebrate the release of Ray Tracing Gems II, we’re giving away copies of our limited edition hardcovers, which feature four limited edition versions of the book, including custom covers that highlight real-time ray tracing in Fortnite, Control, Watch Dogs: Legion, and Quake II RTX.

Pre-Order Today

Looking to secure your copy today? Use the links below to pre-order the free digital version or a hardcover copy.

Access Digital Version
Apress (US)

Open Access

Pre-Order Hardcover


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