The first deadline is October 15, 2018, when paper submissions are due. Anyone can submit an article for consideration; there is no requirement for a proposal beforehand. Informally, you can ask us for our opinions and suggestions about your article idea before or while you write it.

Real-time ray tracing – the holy grail of graphics, is now possible for video games. Thanks to advances in GPU hardware and integration in standards like DirectX, game developers will eagerly add ray tracing to take the next step in visual quality and ease of content creation.

To help game developers accelerate information sharing, NVIDIA is working with leading graphics researchers to publish a compilation of articles in a book titled “Ray Tracing Gems.”

The book, to be ready by GDC 2019, will focus on real-time and interactive ray tracing for game development using the recently released DXR API from Microsoft. We invite papers on the following topics:

  • Basic ray-tracing algorithms (intersection testing, spatial data structures, etc.)
  • Effects (shadows, reflections, ambient occlusion, etc.)
  • Non-graphics applications (for example, audio)
  • Reconstruction, denoising, and filtering
  • Efficiency and best practices
  • Ray tracing API and design
  • Rasterization and ray tracing
  • Global Illumination
  • BRDFs
  • VR
  • Deep learning
  • … and any other notable work related to ray tracing


  • October 15, 2018: submission deadline for full articles (still open, no abstract submission needed)
  • December 3, 2018: notification of conditionally and fully accepted papers
  • December 17, 2018: submission deadline for final revisions
  • GDC 2019: Publication (printed book and e-book)

All deadlines are firm at 20:00 UTC/GMT.

Review Process

NVIDIA distinguished research scientist Tomas Akenine-Möller and ray tracing evangelist Eric Haines will lead the editorial team that will select and compile material for “Ray Tracing Gems.” Haines has worked in the field of computer graphics for 35 years. In that time he, has co-founded two journals, co-authored the books “Real-Time Rendering" and "An Introduction to Ray Tracing," and helped edit books such as "GPU Zen." Akenine-Möller holds a PhD in computer graphics, has performed research in industry and academia, and taught computer science at Lund University in Sweden, where he is a professor in computer graphics. He also co-authored the book “Real-Time Rendering."

Haines and Akenine-Möller will work with graphics experts at NVIDIA, in academia, and throughout the industry to review submissions. Papers will be either fully accepted, conditionally accepted, or rejected. Papers will be judged on novelty, usefulness, and importance to industry and academia.

Writing a Ray Tracing Gem article

All articles should be written in LaTeX using the rtg.cls file found in the RTG LaTeX package. The package includes a pdf with advice for how to write a submission as well with the files used to generate that pdf. These files can be used as a starting point for your article. Papers of any length will be evaluated, but most submissions are expected to be four to 20 pages. Longer submissions need to provide a greater contribution to the community. When applicable, we recommend that you use the Falcor rendering framework since it has DXR support and has lots of DX boiler plate code in place.

For inspiration, take a look at the following Ray Tracing Gems article draft.

Publisher, e-books, and rights

The book will be published by Apress, which is a subsidiary of Springer Nature and the e-book will be available in PDF, EPUB, and Mobi (Kindle). We are working on getting open access for the e-book, which means that it will be free for all, and that authors may post a draft version to other sites; however, we ask that they include a link to the final version once published. The printed book will cost approximately $60.


Please email your paper directly to, send a separate (short) email saying you’ve submitted it, and we will confirm your submission.