Ray tracing gems: high-quality and real-time rendering with DXR and other APIs
著者
書誌事項
Ray tracing gems: high-quality and real-time rendering with DXR and other APIs
Apress Open, c2019
大学図書館所蔵 全2件
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注記
Includes bibliographical references
内容説明・目次
内容説明
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 more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware.
What you'll learn:
The latest ray tracing techniques for developing real-time applications in multiple domains
Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR)
How to implement high-performance graphics for interactive visualizations, games, simulations, and more
Who this book is for:
Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing
Students looking to learn about best practices in these areas
Enthusiasts who want to understand and experiment with their new GPUs
目次
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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