# PRODUCTION RENDERERS: TECHNICAL DETAILS ## Publications * "Real-time Ray Tracing through the Eyes of a Game Developer" (2007) => https://jbikker.github.io/literature/Real-time%20Ray%20Tracing%20through%20the%20Eyes%20of%20a%20Game%20Developer%20-%202007.pdf * "Vectorized Production Path Tracing" (2017) => http://www.tabellion.org/et/paper17/MoonRay.pdf * "RenderMan: An Advanced Path Tracing Architecture for Movie Rendering" (2018) => https://graphics.pixar.com/library/RendermanTog2018/paper.pdf * "The Design and Evolution of Disney’s Hyperion Renderer" (2018) => https://media.disneyanimation.com/uploads/production/publication_asset/177/asset/a.pdf * "Manuka: A Batch-Shading Architecture for Spectral Path Tracing in Movie Production" (2018) => https://drive.google.com/file/d/1g5qV66qLu3MaNQPKyrK9OCuhDZ4ctMjw/edit * "Arnold: A Brute-Force Production Path Tracer" (2018) => https://drive.google.com/file/d/1QBdwNK317aEn7AljTKvZLxONdCMidCpg/edit * "Sony Pictures Imageworks Arnold" (2018) => https://drive.google.com/file/d/1xy2IVqFHqqGpAYC8cLZdYImHQi0Md2b4/edit * "Mitsuba 2: A Retargetable Forward and Inverse Renderer" (2019) => http://rgl.s3.eu-central-1.amazonaws.com/media/papers/NimierDavidVicini2019Mitsuba2_7.pdf * "Dr.Jit: A Just-In-Time Compiler for Differentiable Rendering" (2022) [Mitsuba 3 systems paper] => http://rgl.epfl.ch/publications/Jakob2022DrJit * "Light Transport Simulation and Realistic Rendering: State of the Art Report" (2021) => http://ceur-ws.org/Vol-3027/paper1.pdf ## Misc * https://www.reddit.com/r/RenderToken/comments/947tj6/here_is_your_weekend_read_siggraph_2018_papers_on/