Ray Tracing Gems High-Quality and Real-Time Rendering with DXR and Other APIs
This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a mor...
Autor Corporativo: | |
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Otros Autores: | , |
Formato: | Libro electrónico |
Idioma: | Inglés |
Publicado: |
Berkeley, CA :
Apress
2019.
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Colección: | Springer eBooks open access.
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Acceso en línea: | Conectar con la versión electrónica |
Ver en Universidad de Navarra: | https://innopac.unav.es/record=b3858136x*spi |
Tabla de Contenidos:
- Part 1: Ray Tracing Basics
- Chapter 1. Ray Tracing Terminology
- Chapter 2. What is a Ray?
- Chapter 3. Introduction to DirectX Raytracing
- Chapter 4. A Planetarium Dome Master Camera
- Chapter 5. Computing Minima and Maxima of Subarrays
- Part 2: Intersections and Efficiency
- Chapter 6. A Fast and Robust Method for Avoiding Self-Intersection
- Chapter 7. Precision Improvements for Ray/Sphere Intersection
- Chapter 8. Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections
- Chapter 9. Multi-Hit Ray Tracing in DXR
- Chapter 10. A Simple Load-Balancing Scheme with High Scaling Efficiency
- Part 3: Reflections, Refractions, and Shadows
- Chapter 11. Automatic Handling of Materials in Nested Volumes
- Chapter 12. A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem
- Chapter 13. Ray Traced Shadows: Maintaining Real-Time Frame Rates
- Chapter 14. Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR
- Part 4: Sampling
- Chapter 15. On the Importance of Sampling
- Chapter 16. Sample Transformations Zoo
- Chapter 17. Ignoring the Inconvenient When Tracing Rays
- Chapter 18. Importance Sampling of Many Lights on the GPU
- Part 5: Denoising and Filtering
- Chapter 19. Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising
- Chapter 20. Texture Level of Detail Strategies for Real-Time Ray Tracing
- Chapter 21. Simple Environment Map Filtering Using Ray Cones and Ray Differentials
- Chapter 22. Improving Temporal Antialiasing with Adaptive Ray Tracing
- Part 6: Hybrid Approaches and Systems
- Chapter 23. Interactive Light Map and Irradiance Volume Preview in Frostbite
- Chapter 24. Real-Time Global Illumination with Photon Mapping
- Chapter 25. Hybrid Rendering for Real-Time Ray Tracing
- Chapter 26. Deferred Hybrid Path Tracing
- Chapter 27. Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization
- Part 7: Global Illumination
- Chapter 28. Ray Tracing Inhomogeneous Volumes
- Chapter 29. Efficient Particle Volume Splatting in a Ray Tracer
- Chapter 30. Caustics Using Screen Space Photon Mapping
- Chapter 31. Variance Reduction via Footprint Estimation in the Presence of Path Reuse
- Chapter 32. Accurate Real-Time Specular Reflections with Radiance Caching
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