Ray tracing gems: high-quality and real-time rendering with DXR and other APIs

書誌事項

Ray tracing gems: high-quality and real-time rendering with DXR and other APIs

edited by Eric Haines and Tomas Akenine-Möller

Apress Open, c2019

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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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詳細情報

  • NII書誌ID(NCID)
    BB28818575
  • ISBN
    • 9781484244265
  • 出版国コード
    us
  • タイトル言語コード
    eng
  • 本文言語コード
    eng
  • 出版地
    [Berkeley, Calif.]
  • ページ数/冊数
    xliv, 607 p.
  • 大きさ
    26 cm
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