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...

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Detalles Bibliográficos
Autor Corporativo: SpringerLink (-)
Otros Autores: Haines, Eric (-), Akenine-Möller, Tomas
Formato: Libro electrónico
Idioma:Inglés
Publicado: Berkeley, CA : Apress 2019.
Colección:Springer eBooks open access.
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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