Ray tracing has finally become a core component of real-time rendering. We now have consumer GPUs and APIs that accelerate ray tracing, but we also need algorithms with a focus on making it all run at 60 frames per second or more, while providing high-quality images for each frame. These methods are what this book is about.
Today, rasterization dominates real-time rendering across most application domains, so many readers looking for real-time rendering tips may have last encountered ray tracing during coursework years, possibly decades ago. This part contains various introductory chapters to help brush up on the basics, build a common vocabulary, and provide other simple (but useful) building blocks.