Further reading
The technique we have implemented in this chapter is detailed in Chapter 13, Revisiting Shadows with Ray Tracing, of the book Ray Tracing Gems. It is freely available here: http://www.realtimerendering.com/raytracinggems/rtg/index.html.
We have only used a limited set of the GLSL APIs available for ray tracing. We recommend reading the GLSL extension specification to see all the options available:
- https://github.com/KhronosGroup/GLSL/blob/master/extensions/ext/GLSL_EXT_ray_tracing.txt
- https://github.com/KhronosGroup/GLSL/blob/master/extensions/ext/GLSL_EXT_ray_query.txt
We used a few filters in this chapter. Signal processing is a vast and wonderful field that has more implications in graphics programming than people realize. To get you started, we recommend this article by Bart Wronski: https://bartwronski.com/2021/02/15/bilinear-down-upsampling-pixel-grids-and-that-half-pixel-offset/.