<p>For an introduction, you can give a look at: <a href="http://www.raytracegroundup.com/" rel="noreferrer">Ray Tracing from the Ground Up</a> (Amazon link <a href="http://rads.stackoverflow.com/amzn/click/1568812728" rel="noreferrer">here</a>).</p>

<p><a href="http://vk.com/doc-38203920_232998004" rel="noreferrer"><img src="https://i.sstatic.net/BmIYm.jpg" alt="Cover"></a></p>

<p>It starts really from the basics, and provides simple implementations for the concepts that are gradually introduced.</p>

CC BY-SA 3.0
2016-11-11T13:56:27.457Z
This book is very great. It's written in a very pleasant way and doesn't scare with advanced maths very early on.
lukas.pukenis
CC BY-SA 3.0
2016-11-11T08:28:54.327Z
2016-11-11T08:28:54.327Z
wip
<p>Not a book, but here's an online write-up about the basics of Monte Carlo path tracing:
<a href="http://blog.demofox.org/2016/09/21/path-tracing-getting-started-with-diffuse-and-emissive/" rel="nofollow noreferrer">Path Tracing &#8211; Getting Started With Diffuse and Emissive | The blog at the bottom of the sea</a></p>

<p>I've also heard good things a out Peter Shirley's books. In particular "Ray Tracing in one Weekend"
<a href="https://rads.stackoverflow.com/amzn/click/B01B5AODD8" rel="nofollow noreferrer">Ray Tracing in One Weekend (Ray Tracing Minibooks Book 1) Kindle Edition | amazon.com</a></p>

CC BY-SA 3.0
2016-11-11T13:29:43.467Z
2018-04-09T09:41:07.113Z
2018-04-09T09:41:07.113Z
Alan Wolfe
<p>Recently I have developed and interest in Ray Tracing and like most computer graphics tutorials online there is nothing regarding implementation for a beginner like myself. </p>

<p>So far I have only done real time rendering (DirectX), however I understand the basics of Ray Tracing but I want to buy a book before proceeding any further. I've taken a look at <a href="http://www.pbrt.org/" rel="noreferrer">Physically Based Rendering: From Theory to Implementation</a> (I want to learn Ray Tracing with a Physically Based Approach so I thought this would be great) but I don't think it's good for a beginner since there's not much emphasis on the code. </p>

<p>When I was learning DirectX 11 everyone recommended Frank Luna's <strong><a href="http://www.d3dcoder.net/d3d11.htm" rel="noreferrer">Introduction to 3D Game Programming</a></strong>, which was great since it covered all the basics and also a few advanced topics like SSAO with an approach a beginner could understand. Is there something like this for Ray Tracing? </p>

CC BY-SA 3.0
2016-11-11T08:58:18.880Z
Physically Based Rendering: From Theory to Implementation has loads of code in it. It explains a lot line by line. You also have the pbrt implementation on Github too. It's a great book.
Syntac_
CC BY-SA 3.0
2016-11-11T10:35:52.217Z
I've only been able to read sample chapters but based on what you've said I might buy this book.
Arjan Singh
CC BY-SA 3.0
2016-11-11T11:08:33.657Z
PBRT is written with a _[literate programming](https://en.wikipedia.org/wiki/Literate_programming)_ approach, which means that the book not only explains the whole theory but also the entire implementation almost line by line.


It is an amazing book and well worth a read if you're interested in the topic. Make sure to get the newly released 3rd edition ;)
tizian
CC BY-SA 3.0
2016-11-11T13:30:00.680Z
@tizian As a beginner who has never written a single ray tracer before should I buy it? I plan to do the scratchapixel tutorials online but once I'm done with that should I buy the book?
Arjan Singh
CC BY-SA 3.0
2016-11-11T15:10:21.233Z
@ArjanSingh PBRT might be better suited if you already have some prior knowledge about ray tracing and want to make the jump to state-of-the-art physically-based rendering.

I heard many great things about Peter Shirley's "minibook" series mentioned in another answer here already; this might be a good place to start instead.
tizian
CC BY-SA 3.0
2016-11-12T09:40:24.407Z
@ArjanSingh although book recommendation questions are off topic here on main, you could ask about it in [chat].
trichoplax is on Codidact now
<raytracing><physically-based><directx11>
Books to learn Ray Tracing
Arjan Singh
# Books to learn Ray Tracing

(Asked by: username_0 on 2016-11-11)

Recently I have developed and interest in Ray Tracing and like most computer graphics tutorials online there is nothing regarding implementation for a beginner like myself.

So far I have only done real time rendering (DirectX), however I understand the basics of Ray Tracing but I want to buy a book before proceeding any further. I've taken a look at [Physically Based Rendering: From Theory to Implementation](http://www.pbrt.org/) (I want to learn Ray Tracing with a Physically Based Approach so I thought this would be great) but I don't think it's good for a beginner since there's not much emphasis on the code.

When I was learning DirectX 11 everyone recommended Frank Luna's **[Introduction to 3D Game Programming](http://www.d3dcoder.net/d3d11.htm)**, which was great since it covered all the basics and also a few advanced topics like SSAO with an approach a beginner could understand. Is there something like this for Ray Tracing?

**Tags:** raytracing, physically-based, directx11

> **Comments:**
> **username_1**: Physically Based Rendering: From Theory to Implementation has loads of code in it. It explains a lot line by line. You also have the pbrt implementation on Github too. It's a great book.  
> **username_0**: I've only been able to read sample chapters but based on what you've said I might buy this book.  
> **username_2**: PBRT is written with a _[literate programming](https://en.wikipedia.org/wiki/Literate_programming)_ approach, which means that the book not only explains the whole theory but also the entire implementation almost line by line.   It is an amazing book and well worth a read if you're interested in the topic. Make sure to get the newly released 3rd edition ;)  
> **username_0**: @username_2 As a beginner who has never written a single ray tracer before should I buy it? I plan to do the scratchapixel tutorials online but once I'm done with that should I buy the book?  
> **username_2**: @username_0 PBRT might be better suited if you already have some prior knowledge about ray tracing and want to make the jump to state-of-the-art physically-based rendering.  I heard many great things about Peter Shirley's "minibook" series mentioned in another answer here already; this might be a good place to start instead.  
> **username_3**: @username_0 although book recommendation questions are off topic here on main, you could ask about it in [chat].  

---

## 2 answers

### Answer by username_4 on 2016-11-11. Score: 5

For an introduction, you can give a look at: [Ray Tracing from the Ground Up](http://www.raytracegroundup.com/) (Amazon link [here](http://rads.stackoverflow.com/amzn/click/1568812728)).

[![Cover](https://i.sstatic.net/BmIYm.jpg)](http://vk.com/doc-38203920_232998004)

It starts really from the basics, and provides simple implementations for the concepts that are gradually introduced.

> **Comments:**
> **username_5**: This book is very great. It's written in a very pleasant way and doesn't scare with advanced maths very early on.  

---

### Answer by username_6 on 2016-11-11. Score: 3

Not a book, but here's an online write-up about the basics of Monte Carlo path tracing:
[Path Tracing – Getting Started With Diffuse and Emissive | The blog at the bottom of the sea](http://blog.demofox.org/2016/09/21/path-tracing-getting-started-with-diffuse-and-emissive/)

I've also heard good things a out Peter Shirley's books. In particular "Ray Tracing in one Weekend"
[Ray Tracing in One Weekend (Ray Tracing Minibooks Book 1) Kindle Edition | amazon.com](https://rads.stackoverflow.com/amzn/click/B01B5AODD8)


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