In this follow-up to Ray Tracing in One Weekend, Peter Shirley leads you through the details of taking your ray tracer to the next level. This includes surface and solid textures, volumes such as fog and smoke, Perlin noise, bounding volume hierarchies, and instancing. By the end of this small book, you'll have a serious ray tracing system.
Librarian Note: There is more than one author in the Goodreads database with this name.
This Peter Shirley is an American computer scientist and computer graphics researcher, Distinguished Scientist at NVIDIA.
He earned his PhD in computer science from the University of Illinois, Urbana-Champaign in 1991. He then joined the faculty at Indiana University as an assistant professor. From 1994 to 1996 he was a visiting professor at Cornell University. He then joined the faculty at the University of Utah, where he taught until 2008 when he joined NVIDIA as a research scientist. (source: Wikipedia)
Excellent extensions to the first book, Ray Tracing in One Weekend. These books have been a great introduction so far to the universe of possibilities in building a ray tracer. Tons of fun. The first book was more satisfying, in that it took you from absolutely nothing to some really impressive scenes of spheres. This book adds functionality like cuboids, lights, image textures, and fog, as well as major performance improvements through a bounded volume hierarchy, which give a little less "wow" per line of code. Still lots of fun.
The book is quite difficult to follow if you don't know C++ properly and are trying to build the Ray Tracer in a different programming language. The author doesn't always explain what the code is doing & you are just be left with snippets of code in C++.
Plus, a lot of things are implemented way before they're used so the code and the use of an implementation might be spread apart a lot.
Also, it would have been better to see what we're going to render first before jumping into the theory and code required for better context.