- Format
- Inbunden (Hardback)
- Språk
- Engelska
- Antal sidor
- 607
- Utgivningsdatum
- 2019-02-26
- Upplaga
- 1st ed.
- Förlag
- APress
- Medarbetare
- Haines, Eric (ed.), Akenine-Moller, Tomas (ed.)
- Illustratör/Fotograf
- 100 farbige Tabellen 13 schwarz-weiße und 262 farbige Abbildungen Bibliographie
- Illustrationer
- 100 Tables, color; 322 Illustrations, color; 40 Illustrations, black and white; XLIV, 607 p. 362 ill
- Dimensioner
- 263 x 185 x 35 mm
- Vikt
- Antal komponenter
- 1
- Komponenter
- 1 Hardback
- ISBN
- 9781484244265
- 1655 g
Ray Tracing Gems
High-Quality and Real-Time Rendering with DXR and Other APIs
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Real-Time Rendering
Tomas Akenine-Moller, Eric Haines, Naty Hoffman
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Övrig information
Tomas Akenine-Moeller is a Distinguished Research Scientist at NVIDIA, Sweden, since 2016, and currently on leave from his position as professor in computer graphics at Lund University. Tomas couathored Real-Time Rendering and Immersive Linear Algebra, and has written 100+ research papers. Previously, he worked at Ericsson Research and Intel. Eric Haines currently works at NVIDIA on interactive ray tracing. He co-authored the books Real-Time Rendering, 4th Edition and An Introduction to Ray Tracing, edited The Ray Tracing News, and cofounded the Journal of Graphics Tools and the Journal of Computer Graphics Techniques. He is also the creator and lecturer for the Udacity MOOC Interactive 3D Graphics.
Innehållsförteckning
Part 1: Ray Tracing Basics 1. Ray Tracing Terminology 2. What is a Ray? 3. Introduction to DirectX Raytracing 4. A Planetarium Dome Master Camera 5. Computing Minima and Maxima of Subarrays Part 2: Intersections and Efficiency 6. A Fast and Robust Method for Avoiding Self-Intersection 7. Precision Improvements for Ray/Sphere Intersection 8. Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections 9. Multi-Hit Ray Tracing in DXR 10. A Simple Load-Balancing Scheme with High Scaling Efficiency Part 3: Reflections, Refractions, and Shadows 11. Automatic Handling of Materials in Nested Volumes 12. A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem 13. Ray Traced Shadows: Maintaining Real-Time Frame Rates 14. Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR Part 4: Sampling 15. On the Importance of Sampling 16. Sample Transformations Zoo 17. Ignoring the Inconvenient When Tracing Rays 18. Importance Sampling of Many Lights on the GPU Part 5: Denoising and Filtering 19. Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising 20. Texture Level of Detail Strategies for Real-Time Ray Tracing 21. Simple Environment Map Filtering Using Ray Cones and Ray Differentials 22. Improving Temporal Antialiasing with Adaptive Ray Tracing Part 6: Hybrid Approaches and Systems 23. Interactive Light Map and Irradiance Volume Preview in Frostbite 24. Real-Time Global Illumination with Photon Mapping 25. Hybrid Rendering for Real-Time Ray Tracing 26. Deferred Hybrid Path Tracing 27. Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization Part 7: Global Illumination 28. Ray Tracing Inhomogeneous Volumes 29. Efficient Particle Volume Splatting in a Ray Tracer 30. Caustics Using Screen Space Photon Mapping 31. Variance Reduction via Footprint Estimation in the Presence of Path Reuse 32. Accurate Real-Time Specular Reflections with Radiance Caching