
The current edition of Physically Based Rendering still uses literate programming, but most of the maths are separated from the code, so you can skip over most of the code. Even if you can't stand I can really recommend reading it, as it's a great book. Shirley's Realistic Ray Tracing is still very useful these days, but obviously it's lacking the state of the art. If you really want to avoid any code you should read Veach's PhD thesis [2] and then some papers on BSDFs [3], shapes [4] and ray tracing acceleration [5].
[1] http://wjakob.github.io/nori/
[2] http://graphics.stanford.edu/papers/veach_thesis/
[3] http://www.cs.cornell.edu/~srm/publications/EGSR07-btdf.html
[4] http://www.graphics.cornell.edu/pubs/1997/MT97.html
[5] http://www.nvidia.com/object/nvidia_research_pub_012.html
Last time I saw the box in person, I made sure to leave some fingerprints. :P
> Realistic Ray Tracing, by Peter Shirley > Almost 100% of smallpt is derived from this book.
FWIW, Peter Shirley distilled all the fun parts of Realistic Ray Tracing into an easy quick e-book available for $3, or free with the trial. "Ray Tracing in One Weekend."
https://www.amazon.com/gp/product/B01B5AODD8/
Blog post about it w/ more code & lots of resources: http://in1weekend.blogspot.com/2016/01/ray-tracing-in-one-we...
http://www.amazon.com/Realistic-Tracing-Second-Peter-Shirley...
He has also written one of my favorite general introductions to computer graphics if your looking for a usable survey text that has most of the basic formulas.
http://www.amazon.com/Fundamentals-Computer-Graphics-Fourth-...