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Global Illumination Study Resources (12 MAR 2022)

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Overview

Technical Paper

Offline / Static

Name Author Year Conference/Journal
A Local Frequency Analysis of Light Scattering and Absorption Laurent Belcour, Kavita Bala, Cyril Soler 2014 ACM SIGGRAPH/ACM ToG
Ink-and-Ray: Bas-Relief Meshes for Adding Global Illumination Effects to Hand-Drawn Characters Daniel Sykora, Ladislav Kavan, Martin Cadik, Ondrej Jamriska, Alec Jacobson, Brian Whited, Maryann Simmons, Olga Sorkine-Hornung 2014 ACM SIGGRAPH/ACM ToG
Multi-Scale Rendering of Scratched Materials using a Structured SV-BRDF Model Boris Raymond, Gael Guennebaud, Pascal Barla 2016 ACM SIGGRAPH/ACM ToG
Antialiasing Complex Global Illumination Effects in Path-space Laurent Belcour, Ling-Qi Yan, Ravi Ramamoorthi, Derek Nowrouzezahrai 2017 ACM SIGGRAPH/ACM ToG
Reversible Jump Metropolis Light Transport using Inverse Mappings Benedikt Bitterli, Wenzel Jakob, Jan Novak, Wojciech Jarosz 2018 ACM SIGGRAPH/ACM ToG
Second-order occlusion-aware volumetric radiance caching Julio Marco, Adrian Jarabo, Wojciech Jarosz, Diego Gutierrez 2018 ACM SIGGRAPH/ACM ToG
Gradient-domain Volumetric Photon Density Estimation Adrien Gruson, Binh-Son Hua, Nicolas Vibert, Derek Nowrouzezahrai, Toshiya Hachisuka 2018 ACM SIGGRAPH/ACM ToG
A Radiative Transfer Framework for Spatially Correlated Materials Adrian Jarabo, Carlos Aliaga, Diego Gutierrez 2018 ACM SIGGRAPH/ACM ToG
Scalable Appearance Filtering for Complex Lighting Effects Luis E. Gamboa, Jean-Philippe Guertin, Derek Nowrouzezahrai 2018 ACM SIGGRAPH Asia/ACM ToG
Differentiable Monte Carlo Ray Tracing through Edge Sampling Tzu-Mao Li, Miika Aittala, Frédo Durand, Jaakko Lehtinen 2018 ACM SIGGRAPH Asia/ACM ToG
Multiple Scattering in Inhomogeneous Participating Media Using Rao-Blackwellization and Control Variates Laszlo Szirmay-Kalos, Milan Magdics, Mateu Sbert 2018 EG/CGF
MIS Compensation: Optimizing Sampling Techniques in Multiple Importance Sampling Ondrej Karlik, Martin Sik, Petr Vevoda, Tomas Skrivan, Jaroslav Krivanek 2019 ACM SIGGRAPH Asia/ACM ToG
Adversarial Monte Carlo Denoising with Conditioned Auxiliary Feature Modulation Bing Xu, Junfei Zhang, Rui Wang, Kun Xu, Yong-Liang Yang, Chuan Li, Rui Tang 2019 ACM SIGGRAPH Asia/ACM ToG
Learning generative models for rendering specular microgeometry Alexandr Kuznetsov, Miloš Hašan, Zexiang Xu, Ling-Qi Yan, Bruce Walter, Nima Khademi Kalantari, Steve Marschner, Ravi Ramamoorthi 2019 ACM SIGGRAPH Asia/ACM ToG
Learning to reconstruct shape and spatially-varying reflectance from a single image Zhengqin Li, Zexiang Xu, Ravi Ramamoorthi, Kalyan Sunkavalli, Manmohan Chandraker 2019 ACM SIGGRAPH Asia/ACM ToG
Quantifying the Error of Light Transport Algorithms Adam Celarek, Wenzel Jakob, Michael Wimmer, Jaakko Lehtinen 2019 EGSR
Adaptive Incident Radiance Field Sampling and Reconstruction Using Deep Reinforcement Learning Yuchi Huo, Rui Wang, Ruzhang Zheng, Hualin Xu, Hujun Bao Sung-Eui Yong 2020 ACM SIGGRAPH/ACM ToG
Microfacet BSDFs Generated From NDFs, Using Explicit Microgeometry Mickaël Ribardière, Benjamin Bringier, Lionel Simonot, Daniel Meneveaux 2020 ACM SIGGRAPH/ACM ToG
Robust Fitting of Parallax-Aware Mixtures for Path Guiding Lukas Ruppert, Sebastian Herholz, Hendrik P. A. Lensch 2020 ACM SIGGRAPH/ACM ToG
Stratified Markov Chain Monte Carlo Light Transport Adrien Gruson, Rex West, Toshiya Hachisuka 2020 EG/CGF
An Efficient Transport Estimator for Complex Layered Materials Luis E. Gamboa, Adrien Gruson, Derek Nowrouzezahrai 2020 EG/CGF
Spectral Mollification for Bidirectional Fluorescence Alisa Jung, Johannes Hanika, Carsten Dachsbacher 2020 EG/CGF
Deep Kernel Density Estimation for Photon Mapping Shilin Zhu, Zexiang Xu, Henrik Wann Jensen, Hao Su, Ravi Ramamoorthi 2020 EGSR
Adaptive Matrix Completion for Fast Visibility Computations with Many Lights Rendering Sunrise Wang, Nicolas Holzschuch 2020 EGSR
Neural Complex Luminaires: Representation and Rendering Junqiu Zhu, Yaoyi Bai, Zilin Xu, Steve Bako, Edgar Velázquez-Armendáriz, Lu Wang, Pradeep Sen, Miloš Hašan, Ling-Qi Yan 2021 ACM SIGGRAPH/ACM ToG
Gaussian Product Sampling for Rendering Layered Materials Mengqi (Mandy) Xia, Bruce Walter, Christophe Hery, Steve Marschner 2021 EG/CGF
Firefly removal in Monte Carlo rendering with adaptive Median of meaNs Jerome Buisine, Samuel Delepoulle, Christophe Renaud 2021 EGSR
Fast Radius Search Exploiting Ray Tracing Frameworks I. Evangelou, G. Papaioannou, K. Vardis, A. A. Vasilakis 2021 JCGT

Real-Time / Interactive / Dynamic

Name Author Year Conference/Journal
Interactive Display of Global Illumination Solutions for Non-diffuse Environments - A Survey Wolfgang Heidrich 2001 CGF
State of the Art in Global Illumination for Interactive Applications and High-quality Animations Cyrille Damez, Kirill Dmitriev, Karol Myszkowski 2003 CGF
Real-Time Global Illumination on GPUs Nijasure, Mangesh, Sumanta N. Pattanaik, Vineet Goel 2005 JGT
The State of the Art in Interactive Global Illumination Tobias Ritschel, Carsten Dachsbacher, Thorsten Grosch, Jan Kautz 2012 CGF
Real-time Radiance Caching using Chrominance Compression K. Vardis, G. Papaioannou, A. Gkaravelis 2014 JCGT
Efficient GPU Screen-Space Ray Tracing Morgan McGuire, Michael Mara 2014 JCGT
Complex Luminaires: Illumination and Appearance Rendering Edgar Velázquez-Armendáriz, Zhao Dong, Bruce Walter, Donald P. Greenberg 2015 ACM SIGGRAPH/ACM ToG
Efficient Ray Tracing Kernels for Modern CPU Architectures Valentin Fuetterling, Carsten Lojewski, Franz-Josef Pfreundt, Achim Ebert 2015 JCGT
Fast 4D Sheared Filtering for Interactive Rendering of Distribution Effects 2016 ACM SIGGRAPH/ACM ToG  
Real-Time Global Illumination Using Precomputed Illuminance Composition with Chrominance Compression Johannes Jendersie, David Kuri, Thorsten Grosch 2016 JCGT
Stochastic Light Culling Yusuke Tokuyoshi, Takahiro Harada 2016 JCGT
Interactive Reconstruction of Monte Carlo Image Sequences using a Recurrent Denoising Autoencoder Chakravarty R. Alla Chaitanya, Anton Kaplanyan, Christoph Schied, Marco Salvi, Aaron Lefohn, Derek Nowrouzezahrai, Timo Aila 2017 ACM SIGGRAPH/ACM ToG
Blockwise Multi-Order Feature Regression for Real-Time Path Tracing Reconstruction Matias Koskela, Kalle Immonen, Markku Mäkitalo, Alessandro Foi, Timo Viitanen, Pekka Jääskeläinen, Heikki Kultala, Jarmo Takala 2019 ACM SIGGRAPH/ACM ToG
MegaViews: Scalable Many-View Rendering with Concurrent Scene-View Hierarchy Traversal Timothy R. Kol, Pablo Bauszat, Sungkil Lee, Elmar Eisemann 2019 EG/CGF
Real-Time Rendering with Lighting Grid Hierarchy Daqi Lin, Cem Yuksel 2019 ACM I3D/ACM CGIT
Incrementally Baked Global Illumination Christian Luksch, Michael Wimmer, Michael Schwarzler 2019 ACM I3D
Deep Precomputed Radiance Transfer for Deformable Objects Yue Li, Pablo Weidermann, Pablo Weidermann, Kenny Mitchell 2019 ACM I3D/ACM CGIT
Fast Non-uniform Radiance Probe Placement and Tracing Yue Wang, Soufiane Khiat, Derek Nowrouzezahrai, Paul G. Kry 2019 ACM I3D
High-Quality Object-Space Dynamic Ambient Occlusion for Characters using Bi-level Regression Binh Le, Henrik Halen, Carlos Gonzalez-Ochoa, JP Lewis 2019 ACM I3D
Dynamic Diffuse Global Illumination with Ray-Traced Irradiance Fields Alexander Majercik, Jean-Philippe Guertin, Derek Nowrouzezahrai, Morgan McGuire 2019 ACM I3D/JCGT
The Design and Evolution of the UberBake Light Baking System Dario Seyb, Peter-Pike Sloan, Ari Silvennoinen, Michał Iwanicki, Wojciech Jarosz 2020 ACM SIGGRAPH/ACM ToG
Glossy Probe Reprojection for Interactive Global Illumination Simon Rodriguez, Thomas Leimkühler, Siddhant Prakash, Chris Wyman, Peter Shirley, George Drettakis 2020 ACM SIGGRAPH Asia/ACM ToG
Spherical Gaussian Light-field Textures for Fast Precomputed Global Illumination R. R. Currius, D. Dolonius, U. Assarsson, E. Sintorn 2020 EG/CGF
RayCaching: Amortized Isosurface Rendering for Virtual Reality F. Nysjö, F. Malmberg, I. Nyström 2020 EG/CGF
A Survey of Multifragment Rendering A. A. Vasilakis, K. Vardis, G. Papaioannou 2020 EG/CGF
Stochastic Substitute Trees for Real-Time Global Illumination Wolfgang Tatzgern, Benedikt Mayr, Bernhard Kerbl, Markus Steinberger 2020 ACM I3D
Real-time Neural Radiance Caching for Path Tracing Thomas Muller, Fabrice Rousselle, Jan Novak, Alex Keller 2021 ACM SIGGRAPH/ACM ToG
Guided Visibility Sampling++ Thomas Koch, Michael Wimmer 2021 I3D/ACM CGIT
Moving Basis Decomposition for Precomputed Light Transport Ari Silvennoinen, Peter-Pike Sloan 2021 EGSR
ReSTIR GI: Effective Path Resampling for Real-Time Path Tracing Yaobin Ouyang, Shiqiu Liu, Markus Kettunen, Matt Pharr, Jacopo Pantaleoni 2021 HPG/CGF

Courses

Name Author Year Conference/Journal
Fast Approximations for Global Illumination on Dynamic Scenes Alex Evans 2006 ACM SIGGRAPH
Lighting Research at Bungie Hao Chen, Natalya Tatarchuk 2009 ACM SIGGRAPH
Rendering techniques in Toy Story 3 John-Paul Ownby, Robert Hall, Christopher Hall 2010 ACM SIGGRAPH
Rendering in Cars 2 Chris Hall, Robert Hall, David Edwards 2011 ACM SIGGRAPH
Automatic Bounding of Shaders for Efficient Global Illumination Bruce Walter 2011 ACM SIGGRAPH
Real-Time Global Illumination and Reflections in Dust 514 Hugh Malan 2012 ACM SIGGRAPH
Optimizing Realistic Rendering with Many-Light Methods Jaroslav Křivánek, Miloš Hašan, Adam Arbree, Carsten Dachsbacher, Alexander Keller, Bruce Walter 2012 ACM SIGGRAPH
Multi-Scale Global Illumination in Quantum Break Ari Silvennoinen, Ville Timonen 2015 ACM SIGGRAPH
Volumetric Global Illumination at Treyarch JT Hooker 2016 ACM SIGGRAPH
A Certain Slant of Light: Past, Present and Future Challenges of Global Illumination in Games Colin Barré-Brisebois 2017 ACM SIGGRAPH
Path tracing in Production Alexander Keller 2018 ACM SIGGRAPH
Path tracing in Production Alexander Keller 2018 ACM SIGGRAPH
Are we done with Ray Tracing? Alexander Keller 2019 ACM SIGGRAPH
My favorite Samples Luca Fascione, Johannes Hanika 2019 ACM SIGGRAPH
Path tracing in Production Alexander Keller 2019 ACM SIGGRAPH
From Ray to Path Tracing: Navigating through Dimensions Emmanuel Turquin 2020 ACM SIGGRAPH
Precomputed Lighting Advances in Call of Duty: Modern Warfare Peter-Pike Sloan, Ari Silvennoinen 2020 ACM SIGGRAPH
Large-Scale Global Illumination in Call of Duty Ari Silvennoinen 2021 ACM SIGGRAPH
Radiance Caching for Real-time Global Illumination Thomas Müller, Fabrice Rousselle, Jan Novák, Alexander Keller 2021 ACM SIGGRAPH
Global Illumination Based on Surfels Henrik Halen, Andreas Brinck, Kyle Hayward, Xiangshun Bei 2021 ACM SIGGRAPH

Talks

Name Author Year Conference/Journal
Interactive Indirect Illumination Using Voxel Cone Tracing: An Insight Cyril Crassin, Fabrice Neyret, Miguel Sainz, Simon Green, Elmar Eisemann 2011 ACM SIGGRAPH
Out-of-core GPU Ray Tracing of Complex Scenes Kirill Garanzha, Alexander Bely, Simon Premoze, Vladimir Galaktionov 2011 ACM SIGGRAPH
Multiresolution Radiosity Caching for Efficient Preview and Final Quality Global Illumination in Movies 2012 ACM SIGGRAPH  
Point-Based Global Illumination Directional Importance Mapping Eric Tabellion 2012 ACM SIGGRAPH
Optimizing and Deploying Ray-Traced Dynamic Global Illumination Morgan McGuire 2019 ACM SIGGRAPH
Ray-Traced Global Illumination for Games: Massively Parallel Path Space Filtering Alex Keller 2019 ACM SIGGRAPH
Practical Dynamic Lighting for Large-Scale Game Environments Kyungjoon Cho, Kwanghyeon Go, Daeil Kim 2019 ACM SIGGRAPH
Dynamic Diffuse Global Illumination Resampling Zander Majercik, Thomas Müller, Alexander Keller, Derek Nowrouzezahrai, Morgan McGuire 2021 ACM SIGGRAPH

Posters

Name Author Year Conference/Journal
Learning Based Compression for Real-Time Rendering of Surface Light Fields Ehsan Miandji, Joel Kronander, Jonas Unger 2013 ACM SIGGRAPH

Books

Name Author Year
Advanced Global Illumination Kavita Bala, Philip Dutre, Philippe Bekaert 2003
GPU Gems Randima Fernando 2004
GPU Gems 2 Matt Pharr, Randima Fernando 2005
ShaderX5 Wolfgang Engel 2006
Real-Time Volume Graphics Christof Rezk-Salama, Joe Kniss, Klaus Engel, Markus Hadwiger, Daniel Weiskopf 2006
GPU Gems 3 Hubert Nguyen 2007
ShaderX6 Wolfgang Engel 2007
ShaderX7: Advanced Rendering Techniques Wolfgang Engel 2009
Game Programming Gems 8 Adam Lake 2010
GPU Pro Wolfgang Engel 2010
GPU Pro 2 Wolfgang Engel 2010
Game Engine Gems 2 Eric Lengyel 2010
GPU Pro 3 Wolfgang Engel 2012
Computer Graphics: Principles and Practice John Hughes, Andries van Dam, Morgan McGuire, David Sklar, James Foley, Steven Feiner, Kurt Akeley 2013
GPU Pro 4 Wolfgang Engel 2013
Real-Time 3D Rendering with DirectX and HLSL: A Practical Guide to Graphics Programming Paul Varcholik 2014
Physically Based Rendering: From Theory to Implementation Matt Pharr, Wenzel Jakob, Greg Humphreys 2018
Real-Time Rendering Tomas Akenine-Möller, Eric Haines, Naty Hoffman, Angelo Pesce, Michał Iwanicki, Sébastien Hillaire 2018
Game Engine Architecture Jason Gregory 2018
Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs Eric Haines, Tomas Möller 2019
GPU Pro 360 Guide to Shadows Wolfgang Engel 2019
GPU Pro 360 Guide to Mobile Devices Wolfgang Engel 2019
GPU Pro 360 Guide to Lighting Wolfgang Engel 2019
Ray Tracing Gems II Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX Adam Marrs, Peter Shirley, Ingo Wald 2021

GDC

Name Author Year
Real-Time Global Illumination Fred Mundt 2004
Real-Time Subsurface Scattering Christopher Oat 2004
Reusing Shading for Interactive Global Illumination Kavita Bala, Bruce Walter 2004
Deferred Radiance Transfer Volumes: Global Illumination in Far Cry 3 Nikolay Stefanov 2012
Frames, Sparsity and Global Illumination: New Math for Games Robin Green 2012
Making Dreams Come True - Global Illumination with Enlighten Graham Hazel 2015
NVIDIA VXGI: Dynamic Global Illumination for Games Alexey Panteleev 2015
Advanced Visual Effects With DirectX 11 & 12: Precomputed Realtime Global Illumination and Physically Based Rendering in Unity Kuba Cupisz 2015
Rendering the World of Far Cry 4 Stephen McAuley 2015
The Technology of The Tomorrow Children James McLaren 2015
Global Illumination in ‘Tom Clancy’s The Division’ Nikolay Stefanov 2016
Real-Time Rendering Advances from NVIDIA Research Tim Foley, Morgan McGuire, Chris Wyman 2017
Real-time Raytracing for Interactive Global Illumination Workflows in Frostbite Sébastien Hillaire 2018
Precomputed Global Illumination in Frostbite Yuriy O’Donnell 2018
A Fast Forward Through Ray Tracing Gems Eric Haines 2019
Exploring the Ray Traced Future in ‘Metro Exodus’ Ben Archard, Sergei Karmalsky, Oles Shyshkovtsov, Dmitry Zhdan 2019
[Ray-Traced Irradiance Fields](https://www.gdcvault.com/play/1026182/Ray-Traced-Irradiance-Fields-(Presented) Morgan McGuire 2019
Scalable Real-Time Global Illumination for Large Scenes Anton Yudintsev 2019
Adaptive Placement of Dynamic Lighting Probes: Taking Full Advantage of Your CPU Using a Procedural Dependency Graph Diego Garzon 2020
RTX Ray Tracing Best Practices Paula Jukarainen, Juha Sjholm 2020
RTXGI: Scalable Ray Traced Global Illumination in Real Time Adam Marrs 2020
Advanced Graphics Summit: Lifting the Fog: Geometry & Lighting in ‘Demon’s Souls’ Bruce Woodard 2021
Technical Artist Summit: Better Computer Graphics through Understanding of Human Visual System Sergei Savchenko 2021

Etc.

Name Author Year
Stochastic All The Things: Raytracing in Hybrid Real-Time Rendering Tomasz Stachowiak 2018
Spotlight Team Best Practices: Setting up the Lighting Pipeline Pierre Yves Donzallaz 2018
Video Series: Real-Time Ray Tracing for Interactive Global Illumination Workflows in Frostbite Sebastien Hillaire, Charles de Rousiers, Diede Apers, Petter Edblom 2018
Global Illumination in Godot Engine @ Gamelab BCN 2018 Pedro J. Estébanez 2018
Adding multiple bounces Serhii Rieznik 2018
LARGE SCALE AMBIENT OCCLUSION: ELIMINATING LIGHT LEAKS Charlie Cole 2018
Part 3: DDGI Overview Morgan McGuire 2019
Approximating Global Illumination with Real-Time Ambient Occlusion Daniel Fedai Larsen 2019
RTX Global Illumination Part I Morgan McGuire, Adam Marrs, Alexander Majercik 2019
Anatomy of a frame in AnKi Panagiotis Christopoulos Charitos 2019
RTX Global Illumination SDK Now Available Nefi Alarcon 2020
GTC 2020: RTXGI: Scalable Ray Traced Global Illumination in Real Time Adam Marrs 2020
ExileCon Dev Talk - Evolving Path of Exile’s Renderer Alexander Sannikov 2020
Engine Work: DDGI Light Probe Depth Data Compression Chen 2020
Scaling Probe-Based Real-Time Dynamic Global Illumination for Production Zander Majercik, Adam Marrs, Josef Spjut, Morgan McGuire 2020
The Bright Side of Ray-Traced Global Illumination in Unity Rubén Torres Bonet 2020
Compositional Neural Scene Representations for Shading Inference Jonathan Granskog, Fabrice Rousselle, Marios Papas, Jan Novák 2021
Scaling Probe-Based Real-Time Dynamic Global Illumination for Production Zander Majercik, Adam Marrs, Josef Spjut, Morgan McGuire 2021
Moving Basis Decomposition for Precomputed Light Transport Ari Silvennoinen, Peter-Pike Sloan 2021
Interplay of Light Kostas Anagnostou 2021
Tech Focus: Global Illumination - What It Is, How Does It Work And Why Do We Need It? Digital Foundry 2021
Advances in Real-Time Rendering in 3D Graphics and Games - Siggraph 2021 - course page for the content of Siggraph 2021 Natalya Tatarchuk 2021
SCALABLE GLOBAL ILLUMINATION FOR O3DE Tobias Alexander Franke 2021
Adventures in Hybrid Rendering Dihara Wijetunga 2021
World-space spatiotemporal reservoir reuse for ray-traced global illumination Guillaume Boissé 2021

NVIDIA

Name Author Year Conference/Journal  
Chapter 38. High-Quality Global Illumination Rendering Using Rasterization Toshiya Hachisuka 2005 GPU Gems 2  
Chapter 39. Global Illumination Using Progressive Refinement Radiosity Greg Coombe, Mark Harris 2005 GPU Gems 2  
Chapter 9. Interactive Cinematic Relighting with Global Illumination Fabio Pellacini, Miloš Hašan, Kavita Bala 2007 GPU Gems 3  
Hardware-Accelerated Global Illumination by Image Space Photon Mapping Morgan McGuire, David Luebke 2009 ACM SIGGRAPH/EG HPG  
Architecture Considerations for Tracing Incoherent Rays Timo Aila, Tero Karras 2010 HPG  
Reconstructing the Indirect Light Field for Global Illumination Jaakko Lehtinen, Timo Aila, Samuli Laine, Frédo Durand 2012 ACM SIGGRAPH/ACM ToG  
CloudLight: A system for amortizing indirect lighting in real-time rendering Cyril Crassin, David Luebke, Michael Mara, Morgan McGuire, Brent Oster, Peter Shirley, Peter-Pike Sloan, Chris Wyman 2013 NVIDIA Technical Report  
Toward Practical Real-Time Photon Mapping: Efficient GPU Density Estimation Michael Mara, Morgan McGuire, David Luebke 2013 ACM I3D  
Fast Global Illumination Approximations on Deep G-Buffers Michael Mara, Morgan McGuire, Derek Nowrouzezahrai 2014 NVIDIA Technical Report  
Deep G-Buffers for Stable Global Illumination Approximation Michael Mara, Morgan McGuire, Derek Nowrouzezahrai 2016 ACM SIGGRAPH/EG HPG  
GI next: global illumination for production rendering on GPUs Enzo Catalano, Rajko Yasui-Schöffel, Ken Dahm, Nikolaus Binder, Alex Keller 2016 ACM SIGGRAPH  
Real-Time Global Illumination using Precomputed Light Field Probes Morgan McGuire, Mike Mara, Derek Nowrouzezahrai 2017 ACM I3D  
Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global Illumination Christoph Schied (Karlsruhe Institute of Technology) Anton Kaplanyan, Chris Wyman, Anjul Patney, Chakravarty R. Alla Chaitanya, John Burgess, Shiqiu Liu, Carsten Dachsbacher, Aaron Lefohn, Marco Salvi 2017 HPG
Simulating Lighting Conditions in Production Ergonomics with NVIDIA OptiX Andreas Dietrich 2018 GTC  
Challenges in Real-Time Rendering and Software Design for Interactive Immersive Visualization Andreas Dietrich, Galen Faidley 2018 GTC  
Real-Time Global Illumination Jacopo Pantalenoni 2018 ACM SIGGRAPH  
Low Sample Count Ray Tracing with NVIDIA’s Ray Tracing Denoisers Edward Liu 2018 ACM SIGGRAPH  
Ray Tracing with Low Sample Counts with NVIDIA’s Ray Tracing Denoisers Edward Liu 2018 ACM SIGGRAPH  
A Ray-Tracing Pioneer Explains How He Stumbled into Global Illumination J. Turner Whitted 2018 NVIDIA  
Accelerating Product Visualization in KeyShot using RTX Henrik Jensen 2019 GTC  
Real-Time Ray Tracing - Special Topics and Latest Resarch- Ray-Traced Global Illumination for Games: Massively Parallel Path Space Filtering Alex Keller 2019 ACM SIGGRAPH  
Fundamentals of Ray Tracing in Unreal Engine Sean Spitzer 2019 ACM SIGGRAPH  
Irradiance Fields: RTX Diffuse Global Illumination for Local and Cloud Graphics Matt Pharr, Morgan McGuire 2019 GTC  
Exploring Ray-Traced Future in Metro Exodus Ben Archard, Dmitry Zhdan, Oles Shyshkovtsov, Sergei Karmalsky 2019 GTC  
Global Illumination in Metro Exodus: An Artist’s Point of View Nefi Alarcon 2019 GDC  
KeyShot GPU Rendering Using OptiX 7 Henrik Jensen 2020 GTC  
Rendering Games With Millions of Ray-Traced Lights Alexey Panteleev, Chris Wyman 2020 GTC  
Leveraging OptiX 7 for High-Performance Multi-GPU Raytracing on Head-Mounted Displays Andreas Dietrich, Eric Kam 2020 GTC  
RTX-accelerated Stellar GPU GI – Behind the Scenes of the SIGGRAPH 2019 Demo of the 3DS Global Illumination Renderer Jan Meseth 2020 GTC  
Ray Tracing in Unreal Engine 4 Hyun Soo Park, Richard Cowgill 2020 ACM SIGGRAPH  
RTX Real Time Ray Tracing Best Practices Juha Sjoholm, Paula Jukarainen 2020 GTC  
Real-Time Ray-Traced Ambient Occlusion of Complex Scenes using Spatial Hashing Pascal Gautron 2020 GTC  
ReSTIR GI: Path Resampling for Real-Time Path Tracing Yaobin Ouyang, Shiqiu Liu, Markus Kettunen, Matt Pharr, Jacopo Pantaleoni 2021 HPG/CGF  
Spatiotemporal Resampling with Irradiance Volumes for Global Illumination Zander Majercik 2021 GTC  
RTXDI: Details on Achieving Real-Time Performance Chris Wyman 2021 GTC  
RTX DIRECT ILLUMINATION (RTXDI) NVIDIA 2022 NVIDIA