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**Ray tracing: The Rest of Your Life** Peter Shirley Version 1.123 Copyright 2018. Peter Shirley. All rights reserved. Pay What You Want. ptrshrl@gmail.com at paypal 50% of all payments donated to programming education related not-for-profits **Chapter 0: Overview** In _Ray Tracing In One Weekend_ and _Ray Tracing: the Next Week_, you built a “real” ray tracer. In this volume, I assume you will be pursuing a career related to ray tracing and we will dive into the math of creating a very serious ray tracer. When you are done you should be ready to start messing with the many serious commercial ray tracers underlying the movie and product design industries. There are many many things I do not cover in this short volume; I dive into only one of many ways to write a Monte Carlo rendering program. I don’t do shadow rays (instead I make rays more likely to go toward lights), bidirectional methods, Metropolis methods, or photon mapping. What I do is speak in the language of the field that studies those methods. I think of this book as a deep exposure that can be your first of many, and it will equip you with some of the concepts, math, and terms you will need to study the others. As before, http://www.in1weekend.com/ will have further readings and references. ## Acknowledgements Thanks to Dave Hart and Jean Buckley for help on the original manuscript. Thanks to Paul Melis, Nakata Daisuke, Filipe Scur, Vahan Sosoyan, and Matthew Heimlich for finding errors. Thanks to Tatsuya Ogawa and Aaryaman Vasishta for code improvements. Thanks to Steve Hollasch, Trevor David Black, Berna Kabadayı and Lorenzo Mancini for translating the book to Markdeep and moving it to the web.