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What are the most essential and influential books and research papers in the field of raytracing oriented literature that every computer graphics enthusiast and developer should be familiar with?

The first ray tracing algorithm was proposed by Kenneth E.

Appel in 1967.

He suggested the idea of shooting rays from the eye and scanning the intersection of the rays with objects in the scene.

The term "ray tracing" was coined by the physicist and computer scientist Donald Hebb in his 1968 book "Hidden World".

The concept of ray tracing was further developed by Ivan Sutherland, who in 1965 proposed the idea of "sketchpad" – a system that uses a ray-based rendering approach to create 3D models.

The first real-time ray tracing algorithm was presented by James F.

Blinn in 1988, who proposed a method for rendering images in real-time using ray tracing.

The first ray tracing book, "Object-Oriented Rendering of Volumetric and Geometric Primitives" by Cl-90 J Challinger, was published in 1990.

The book "Real-Time Rendering" by Tomas Akenine-Möller, Eric Haines, and Naty Hoffman is widely cited in the field of ray tracing and real-time rendering.

"Ray Tracing Gems" is a collection of essays and articles on ray tracing, edited by Eric Haines and Tomas Akenine-Möller, covers a wide range of topics, including real-time rendering, global illumination, and physics-based animation.

"Physically Based Rendering: From Theory to Implementation" by Matt Pharr, Wenzel Jakob, and Greg Humphreys is a comprehensive guide on physically based rendering, which includes ray tracing.

"Ray Tracing: The Next Week" by Kevin Suffern is an introductory book on ray tracing, covering topics such as shading, shadowing, and reflection.

"Realistic Image Synthesis using Photon Mapping" by Henrik Wann Jensen is a book about photon mapping, a global illumination technique used in ray tracing.

"Advanced Global Illumination" by Philipp Slusallek, Carsten Benthin, and Torsten Möller is a book about advanced global illumination techniques used in ray tracing.

In addition to these books, there are many research papers and articles on ray tracing, including “An Introduction to Ray Tracing” by Roman Kuchku, and “Optimization techniques for raytracing” by Springer.

Research on ray tracing is ongoing, and recent advancements include the development of GPU-accelerated ray tracing and the use of bounding volume hierarchy (BVH) for efficient acceleration.

The Stanford University Notes on Efficient Ray Tracing provide a comprehensive guide to ray tracing, including techniques for efficient ray tracing.

The University of Utah Computer Science faculty has also contributed significantly to the development of ray tracing, with research papers and articles on the topic.

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