Ray Tracing Gems II : : Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX.

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Place / Publishing House:Berkeley, CA : : Apress L. P.,, 2021.
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Year of Publication:2021
Edition:1st ed.
Language:English
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spelling Marrs, Adam.
Ray Tracing Gems II : Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX.
1st ed.
Berkeley, CA : Apress L. P., 2021.
Ã2021.
1 online resource (884 pages)
text txt rdacontent
computer c rdamedia
online resource cr rdacarrier
Intro -- Table of Contents -- Preface -- Foreword -- CONTRIBUTORS -- NOTATION -- PART I RAY TRACING FOUNDATIONS -- CHAPTER 1 A BREAKNECK SUMMARY OF PHOTOGRAPHIC TERMS (AND THEIR UTILITY TO RAY TRACING) -- ABSTRACT -- 1.1 INTRODUCTION -- 1.2 DIGITAL SENSOR TECHNOLOGY -- 1.3 FILM -- 1.4 COMMON CAPTURE DIMENSIONS -- 1.5 COMMON CAPTURE RESOLUTIONS -- 1.6 LENSING -- 1.7 SHUTTER -- 1.8 EXPOSURE -- 1.9 EQUIVALENCY -- 1.10 PHYSICAL LENSES -- 1.11 BOKEH -- 1.12 VARIOUS LENS IMPERFECTIONS -- 1.13 OPTICAL ELEMENTS -- 1.14 ANAMORPHIC -- 1.15 CAMERA MOVEMENT -- REFERENCES -- CHAPTER 2 RAY AXIS-ALIGNED BOUNDING BOX INTERSECTION -- ABSTRACT -- 2.1 THE METHOD -- REFERENCES -- CHAPTER 3 ESSENTIAL RAY GENERATION SHADERS -- ABSTRACT -- 3.1 INTRODUCTION -- 3.2 CAMERA RAYS -- 3.2.1 CAMERA SPACE -- 3.2.2 NEAR AND FAR PLANES -- 3.2.3 SUPERSAMPLING -- 3.2.4 VIEW CAMERAS -- 3.2.5 PARAMETERS -- 3.3 PINHOLE PERSPECTIVE -- 3.4 THIN LENS -- 3.5 GENERALIZED PANINI -- 3.6 FISHEYE -- 3.7 LENSLET -- 3.8 OCTAHEDRAL -- 3.9 CUBE MAP -- 3.10 ORTHOGRAPHIC -- 3.11 FIBONACCI SPHERE -- REFERENCES -- CHAPTER 4 HACKING THE SHADOW TERMINATOR -- ABSTRACT -- 4.1 INTRODUCTION -- 4.2 RELATED WORK -- 4.3 MOVING THE INTERSECTION POINT IN HINDSIGHT -- 4.4 ANALYSIS -- 4.5 DISCUSSION AND LIMITATIONS -- 4.6 CONCLUSION -- REFERENCES -- CHAPTER 5 SAMPLING TEXTURES WITH MISSING DERIVATIVES -- ABSTRACT -- 5.1 INTRODUCTION -- 5.2 TEXTURE COORDINATE DERIVATIVES AT VISIBLE POINTS -- 5.2.1 INPUTS AND NOTATION -- 5.2.2 OVERVIEW -- 5.2.3 WORLD-SPACE DERIVATIVES For -- 5.2.4 FROM WORLD SPACE TO SCREEN SPACE -- 5.2.5 DEPTH DERIVATIVES -- 5.2.6 PUTTING IT ALL TOGETHER -- 5.3 FURTHER APPLICATIONS -- 5.3.1 TRILINEAR SAMPLING -- 5.3.2 SECONDARY RAY INTERSECTION POINTS -- 5.3.3 MATERIAL GRAPHS -- 5.4 COMPARISON -- 5.5 CONCLUSION -- REFERENCES -- CHAPTER 6 DIFFERENTIAL BARYCENTRIC COORDINATES -- ABSTRACT.
6.1 BACKGROUND -- 6.2 METHOD -- 6.3 CODE -- REFERENCES -- CHAPTER 7 TEXTURE COORDINATE GRADIENTS ESTIMATION FOR RAY CONES -- ABSTRACT -- 7.1 BACKGROUND -- 7.2 RAY CONE GRADIENTS -- 7.3 COMPARISON AND RESULTS -- 7.4 SAMPLE CODE -- 7.5 CONCLUSION -- REFERENCES -- CHAPTER 8 REFLECTION AND REFRACTION FORMULAS -- ABSTRACT -- 8.1 REFLECTION -- 8.2 REFRACTION -- REFERENCES -- CHAPTER 9 THE SCHLICK FRESNEL APPROXIMATION -- ABSTRACT -- 9.1 INTRODUCTION -- 9.2 THE FRESNEL EQUATIONS -- 9.3 THE SCHLICK APPROXIMATION -- 9.4 DIELECTRICS VS. CONDUCTORS -- 9.5 APPROXIMATIONS FOR MODELING THE REFLECTANCE OF METALS -- REFERENCES -- CHAPTER 10 REFRACTION RAY CONES FOR TEXTURE LEVEL OF DETAIL -- ABSTRACT -- 10.1 INTRODUCTION -- 10.2 OUR METHOD -- 10.3 RESULTS -- 10.4 CONCLUSION -- REFERENCES -- CHAPTER 11 HANDLING TRANSLUCENCY WITH REAL-TIME RAY TRACING -- ABSTRACT -- 11.1 CATEGORIES OF TRANSLUCENT MATERIAL -- 11.2 OVERVIEW -- 11.3 SINGLE TRANSLUCENT PASS -- 11.4 PIPELINE SETUP -- 11.5 VISIBILITY FOR SEMITRANSPARENT MATERIALS -- 11.6 CONCLUSION -- ACKNOWLEDGMENTS -- REFERENCES -- CHAPTER 12 MOTION BLUR CORNER CASES -- ABSTRACT -- 12.1 INTRODUCTION -- 12.2 DEALING WITH VARYING MOTION SAMPLE COUNTS -- 12.2.1 MOTIVATION -- 12.2.2 TIME SAMPLE UNIFORMIZATION -- 12.3 COMBINING TRANSFORMATION AND DEFORMATION MOTION -- 12.4 INCOHERENT MOTION -- 12.5 CONCLUSION -- REFERENCES -- CHAPTER 13 FAST SPECTRAL UPSAMPLING OF VOLUME ATTENUATION COEFFICIENTS -- ABSTRACT -- 13.1 INTRODUCTION -- 13.1.1 KNOWN SOLUTIONS -- 13.2 PROPOSED SOLUTION -- 13.2.1 OPTIMIZING THRESHOLD VALUES -- 13.2.2 EXAMPLE OPTIMIZED VALUES -- 13.3 RESULTS -- 13.4 CONCLUSION -- REFERENCES -- CHAPTER 14 THE REFERENCE PATH TRACER -- ABSTRACT -- 14.1 INTRODUCTION -- 14.2 ALGORITHM -- 14.3 IMPLEMENTATION -- 14.3.1 ACCELERATION STRUCTURE MEMORY -- 14.3.2 PRIMARY RAYS -- 14.3.3 LOADING GEOMETRY AND MATERIAL PROPERTIES.
14.3.4 RANDOM NUMBER GENERATION -- 14.3.5 ACCUMULATION AND ANTIALIASING -- 14.3.6 TRACING PATHS -- 14.3.7 VIRTUAL LIGHTS AND SHADOW RAYS -- SELECTING LIGHTS -- 14.4 CONCLUSION -- REFERENCES -- PART II APIS AND TOOLS -- CHAPTER 15 THE SHADER BINDING TABLE DEMYSTIFIED -- ABSTRACT -- 15.1 THE SHADER BINDING TABLE -- 15.1.1 RAY GENERATION RECORDS -- 15.1.2 HIT GROUP RECORDS -- 15.1.3 MISS RECORDS -- 15.2 SHADER RECORD INDEX CALCULATION -- 15.2.1 HIT GROUP RECORDS -- 15.2.2 MISS RECORDS -- 15.3 API-SPECIFIC DETAILS -- 15.3.1 DIRECTX RAYTRACING -- EMBEDDED SHADER RECORD PARAMETERS -- INSTANCE PARAMETERS -- TRACE RAY PARAMETERS -- 15.3.2 VULKAN KHR RAY TRACING -- SHADER RECORDS AND PARAMETERS -- INSTANCE PARAMETERS -- TRACE RAY PARAMETERS -- 15.3.3 OPTIX -- SHADER RECORDS AND PARAMETERS -- INSTANCE PARAMETERS -- TRACE RAY PARAMETERS -- 15.4 COMMON SHADER BINDING TABLE CONFIGURATIONS -- 15.4.1 A BASIC RAY TRACER -- 15.4.2 INSTANCING A BLAS WITH THE SAME HIT GROUP PARAMETERS -- 15.4.3 DROPPING THE SHADOW HIT GROUP WHEN RENDERING OPAQUE GEOMETRIES -- 15.4.4 A MINIMAL ONE OR TWO HIT GROUP RAY TRACER -- 15.4.5 DYNAMICALLY UPDATING THE SBT -- 15.5 SUMMARY -- REFERENCES -- CHAPTER 16 INTRODUCTION TO VULKAN RAY TRACING -- ABSTRACT -- 16.1 INTRODUCTION -- 16.2 OVERVIEW -- 16.3 GETTING STARTED -- 16.4 THE VULKAN RAY TRACING PIPELINE -- 16.5 HLSL/GLSL SUPPORT -- 16.5.1 GLSL -- 16.5.2 HLSL -- SHADER STAGES -- INTRINSIC VARIABLES AND FUNCTIONS -- SHADER RECORD BUFFER AND LOCAL ROOT SIGNATURES -- 16.6 RAY TRACING SHADER EXAMPLE -- 16.7 OVERVIEW OF HOST INITIALIZATION -- 16.8 VULKAN RAY TRACING SETUP -- 16.8.1 ACCELERATION STRUCTURES -- BOTTOM-LEVEL ACCELERATION STRUCTURE CONSTRUCTION -- TOP-LEVEL ACCELERATION STRUCTURE CONSTRUCTION -- 16.8.2 ACCELERATION STRUCTURE OPERATIONS -- CLONING ACCELERATION STRUCTURES -- REFITTING ACCELERATION STRUCTURES.
COMPACTING ACCELERATION STRUCTURES -- SERIALIZING AND DESERIALIZING ACCELERATION STRUCTURES -- DESCRIPTOR SET LAYOUTS AND PIPELINE LAYOUTS -- 16.8.3 SHADER COMPILATION -- 16.9 CREATING VULKAN RAY TRACING PIPELINES -- 16.10 SHADER BINDING TABLES -- 16.11 RAY DISPATCH -- 16.12 ADDITIONAL RESOURCES -- 16.13 CONCLUSION -- ACKNOWLEDGMENTS -- REFERENCES -- CHAPTER 17 USING BINDLESS RESOURCES WITH DIRECTX RAYTRACING -- ABSTRACT -- 17.1 INTRODUCTION -- 17.2 TRADITIONAL BINDING WITH DXR -- 17.3 BINDLESS RESOURCES IN D3D12 -- 17.4 BINDLESS RESOURCES WITH DXR -- 17.5 PRACTICAL IMPLICATIONS OF USING BINDLESS TECHNIQUES -- 17.5.1 MINIMUM HARDWARE REQUIREMENTS -- 17.5.2 VALIDATION AND DEBUGGING TOOLS -- 17.5.3 CRASHES AND UNDEFINED BEHAVIOR -- 17.6 UPCOMING D3D12 FEATURES -- 17.7 CONCLUSION -- REFERENCES -- CHAPTER 18 WEBRAYS: RAY TRACING ON THE WEB -- ABSTRACT -- 18.1 INTRODUCTION -- 18.2 FRAMEWORK ARCHITECTURE -- 18.2.1 DESIGN GOALS -- 18.2.2 HOST-SIDE API -- 18.2.3 DEVICE-SIDE API -- 18.2.4 ENGINE CORE -- 18.2.5 ACCELERATION DATA STRUCTURES -- 18.3 PROGRAMMING WITH WEBRAYS -- 18.3.1 SETUP -- 18.3.2 POPULATING THE ACCELERATION DATA STRUCTURES -- 18.3.3 RAY AND INTERSECTION BUFFERS -- 18.3.4 RAY GENERATION -- 18.3.5 HOST-SIDE INTERSECTIONS -- 18.3.6 DEVICE-SIDE INTERSECTIONS -- 18.4 USE CASES -- 18.4.1 AMBIENT OCCLUSION -- 18.4.2 PATH TRACING -- 18.4.3 HYBRID RENDERING -- AMBIENT OCCLUSION -- SHADOWS -- REFLECTION AND REFRACTION -- 18.4.4 RAY TRACING PROTOTYPING PLATFORM -- 18.5 CONCLUSIONS AND FUTURE WORK -- ACKNOWLEDGMENTS -- REFERENCES -- CHAPTER 19 VISUALIZING AND COMMUNICATING ERRORS IN RENDERED IMAGES -- ABSTRACT -- 19.1 INTRODUCTION -- 19.2 FLIP -- 19.2.1 LDR- FLIP -- 19.2.2 HDR- FLIP -- 19.3 THE TOOL -- 19.4 EXAMPLE USAGE AND OUTPUT -- 19.5 RENDERING ALGORITHM DEVELOPMENT AND EVALUATION -- 19.6 APPENDIX: MEAN VERSUS WEIGHTED MEDIAN -- ACKNOWLEDGMENTS.
REFERENCES -- PART III SAMPLING -- CHAPTER 20 MULTIPLE IMPORTANCE SAMPLING 101 -- ABSTRACT -- 20.1 DIRECT LIGHT ESTIMATION -- 20.1.1 COSINE HEMISPHERE SAMPLING -- 20.1.2 MATERIAL SAMPLING -- 20.1.3 LIGHT SAMPLING -- 20.1.4 CHOOSING A TECHNIQUE -- 20.1.5 MULTIPLE IMPORTANCE SAMPLING -- 20.2 A PATH TRACER WITH MIS -- 20.3 CLOSING WORDS AND FURTHER READING -- ACKNOWLEDGMENTS -- REFERENCES -- CHAPTER 21 THE ALIAS METHOD FOR SAMPLING DISCRETE DISTRIBUTIONS -- ABSTRACT -- 21.1 INTRODUCTION -- 21.2 BASIC INTUITION -- 21.3 THE ALIAS METHOD -- 21.4 ALIAS TABLE CONSTRUCTION -- 21.5 ADDITIONAL READING AND RESOURCES -- REFERENCES -- CHAPTER 22 WEIGHTED RESERVOIR SAMPLING: RANDOMLY SAMPLING STREAMS -- ABSTRACT -- 22.1 INTRODUCTION -- 22.2 USAGE IN COMPUTER GRAPHICS -- 22.3 PROBLEM DESCRIPTION -- 22.4 RESERVOIR SAMPLING WITH OR WITHOUT REPLACEMENT -- 22.5 SIMPLE ALGORITHM FOR SAMPLING WITH REPLACEMENT -- 22.6 WEIGHTED RESERVOIR SAMPLING FOR K &gt -- 1 -- 22.7 AN INTERESTING PROPERTY -- 22.8 ADDITIONAL READING -- REFERENCES -- CHAPTER 23 RENDERING MANY LIGHTS WITH GRID-BASED RESERVOIRS -- ABSTRACT -- 23.1 INTRODUCTION -- 23.2 PROBLEM STATEMENT -- 23.2.1 RESAMPLED IMPORTANCE SAMPLING -- 23.2.2 RESERVOIR -- 23.3 GRID-BASED RESERVOIRS -- 23.3.1 SELECTING LIGHT SAMPLES FOR THE GRID -- 23.3.2 SAMPLING THE LIGHT FOR SHADING -- 23.4 IMPLEMENTATION -- 23.4.1 CONSTRUCTION OF THE GRID -- POSITIONING THE GRID -- BUILDING CELL RESERVOIRS -- TEMPORAL EUSE -- DYNAMIC LIGHTS -- 23.4.2 SAMPLING FROM THE GRID -- 23.5 RESULTS -- 23.6 CONCLUSIONS -- REFERENCES -- CHAPTER 24 USING BLUE NOISE FOR RAY TRACED SOFT SHADOWS -- ABSTRACT -- 24.1 INTRODUCTION -- 24.2 OVERVIEW -- 24.3 BLUE NOISE SAMPLES -- 24.4 BLUE NOISE MASKS -- 24.5 VOID AND CLUSTER ALGORITHM -- 24.5.1 INITIAL BINARY PATTERN -- 24.5.2 PHASE I: MAKE PATTERN PROGRESSIVE -- 24.5.3 PHASE II: FIRST HALF OF PIXELS.
24.5.4 PHASE III: SECOND HALF OF PIXELS.
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Shirley, Peter.
Wald, Ingo.
Print version: Marrs, Adam Ray Tracing Gems II Berkeley, CA : Apress L. P.,c2021 9781484271841
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Ray Tracing Gems II : Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX.
Intro -- Table of Contents -- Preface -- Foreword -- CONTRIBUTORS -- NOTATION -- PART I RAY TRACING FOUNDATIONS -- CHAPTER 1 A BREAKNECK SUMMARY OF PHOTOGRAPHIC TERMS (AND THEIR UTILITY TO RAY TRACING) -- ABSTRACT -- 1.1 INTRODUCTION -- 1.2 DIGITAL SENSOR TECHNOLOGY -- 1.3 FILM -- 1.4 COMMON CAPTURE DIMENSIONS -- 1.5 COMMON CAPTURE RESOLUTIONS -- 1.6 LENSING -- 1.7 SHUTTER -- 1.8 EXPOSURE -- 1.9 EQUIVALENCY -- 1.10 PHYSICAL LENSES -- 1.11 BOKEH -- 1.12 VARIOUS LENS IMPERFECTIONS -- 1.13 OPTICAL ELEMENTS -- 1.14 ANAMORPHIC -- 1.15 CAMERA MOVEMENT -- REFERENCES -- CHAPTER 2 RAY AXIS-ALIGNED BOUNDING BOX INTERSECTION -- ABSTRACT -- 2.1 THE METHOD -- REFERENCES -- CHAPTER 3 ESSENTIAL RAY GENERATION SHADERS -- ABSTRACT -- 3.1 INTRODUCTION -- 3.2 CAMERA RAYS -- 3.2.1 CAMERA SPACE -- 3.2.2 NEAR AND FAR PLANES -- 3.2.3 SUPERSAMPLING -- 3.2.4 VIEW CAMERAS -- 3.2.5 PARAMETERS -- 3.3 PINHOLE PERSPECTIVE -- 3.4 THIN LENS -- 3.5 GENERALIZED PANINI -- 3.6 FISHEYE -- 3.7 LENSLET -- 3.8 OCTAHEDRAL -- 3.9 CUBE MAP -- 3.10 ORTHOGRAPHIC -- 3.11 FIBONACCI SPHERE -- REFERENCES -- CHAPTER 4 HACKING THE SHADOW TERMINATOR -- ABSTRACT -- 4.1 INTRODUCTION -- 4.2 RELATED WORK -- 4.3 MOVING THE INTERSECTION POINT IN HINDSIGHT -- 4.4 ANALYSIS -- 4.5 DISCUSSION AND LIMITATIONS -- 4.6 CONCLUSION -- REFERENCES -- CHAPTER 5 SAMPLING TEXTURES WITH MISSING DERIVATIVES -- ABSTRACT -- 5.1 INTRODUCTION -- 5.2 TEXTURE COORDINATE DERIVATIVES AT VISIBLE POINTS -- 5.2.1 INPUTS AND NOTATION -- 5.2.2 OVERVIEW -- 5.2.3 WORLD-SPACE DERIVATIVES For -- 5.2.4 FROM WORLD SPACE TO SCREEN SPACE -- 5.2.5 DEPTH DERIVATIVES -- 5.2.6 PUTTING IT ALL TOGETHER -- 5.3 FURTHER APPLICATIONS -- 5.3.1 TRILINEAR SAMPLING -- 5.3.2 SECONDARY RAY INTERSECTION POINTS -- 5.3.3 MATERIAL GRAPHS -- 5.4 COMPARISON -- 5.5 CONCLUSION -- REFERENCES -- CHAPTER 6 DIFFERENTIAL BARYCENTRIC COORDINATES -- ABSTRACT.
6.1 BACKGROUND -- 6.2 METHOD -- 6.3 CODE -- REFERENCES -- CHAPTER 7 TEXTURE COORDINATE GRADIENTS ESTIMATION FOR RAY CONES -- ABSTRACT -- 7.1 BACKGROUND -- 7.2 RAY CONE GRADIENTS -- 7.3 COMPARISON AND RESULTS -- 7.4 SAMPLE CODE -- 7.5 CONCLUSION -- REFERENCES -- CHAPTER 8 REFLECTION AND REFRACTION FORMULAS -- ABSTRACT -- 8.1 REFLECTION -- 8.2 REFRACTION -- REFERENCES -- CHAPTER 9 THE SCHLICK FRESNEL APPROXIMATION -- ABSTRACT -- 9.1 INTRODUCTION -- 9.2 THE FRESNEL EQUATIONS -- 9.3 THE SCHLICK APPROXIMATION -- 9.4 DIELECTRICS VS. CONDUCTORS -- 9.5 APPROXIMATIONS FOR MODELING THE REFLECTANCE OF METALS -- REFERENCES -- CHAPTER 10 REFRACTION RAY CONES FOR TEXTURE LEVEL OF DETAIL -- ABSTRACT -- 10.1 INTRODUCTION -- 10.2 OUR METHOD -- 10.3 RESULTS -- 10.4 CONCLUSION -- REFERENCES -- CHAPTER 11 HANDLING TRANSLUCENCY WITH REAL-TIME RAY TRACING -- ABSTRACT -- 11.1 CATEGORIES OF TRANSLUCENT MATERIAL -- 11.2 OVERVIEW -- 11.3 SINGLE TRANSLUCENT PASS -- 11.4 PIPELINE SETUP -- 11.5 VISIBILITY FOR SEMITRANSPARENT MATERIALS -- 11.6 CONCLUSION -- ACKNOWLEDGMENTS -- REFERENCES -- CHAPTER 12 MOTION BLUR CORNER CASES -- ABSTRACT -- 12.1 INTRODUCTION -- 12.2 DEALING WITH VARYING MOTION SAMPLE COUNTS -- 12.2.1 MOTIVATION -- 12.2.2 TIME SAMPLE UNIFORMIZATION -- 12.3 COMBINING TRANSFORMATION AND DEFORMATION MOTION -- 12.4 INCOHERENT MOTION -- 12.5 CONCLUSION -- REFERENCES -- CHAPTER 13 FAST SPECTRAL UPSAMPLING OF VOLUME ATTENUATION COEFFICIENTS -- ABSTRACT -- 13.1 INTRODUCTION -- 13.1.1 KNOWN SOLUTIONS -- 13.2 PROPOSED SOLUTION -- 13.2.1 OPTIMIZING THRESHOLD VALUES -- 13.2.2 EXAMPLE OPTIMIZED VALUES -- 13.3 RESULTS -- 13.4 CONCLUSION -- REFERENCES -- CHAPTER 14 THE REFERENCE PATH TRACER -- ABSTRACT -- 14.1 INTRODUCTION -- 14.2 ALGORITHM -- 14.3 IMPLEMENTATION -- 14.3.1 ACCELERATION STRUCTURE MEMORY -- 14.3.2 PRIMARY RAYS -- 14.3.3 LOADING GEOMETRY AND MATERIAL PROPERTIES.
14.3.4 RANDOM NUMBER GENERATION -- 14.3.5 ACCUMULATION AND ANTIALIASING -- 14.3.6 TRACING PATHS -- 14.3.7 VIRTUAL LIGHTS AND SHADOW RAYS -- SELECTING LIGHTS -- 14.4 CONCLUSION -- REFERENCES -- PART II APIS AND TOOLS -- CHAPTER 15 THE SHADER BINDING TABLE DEMYSTIFIED -- ABSTRACT -- 15.1 THE SHADER BINDING TABLE -- 15.1.1 RAY GENERATION RECORDS -- 15.1.2 HIT GROUP RECORDS -- 15.1.3 MISS RECORDS -- 15.2 SHADER RECORD INDEX CALCULATION -- 15.2.1 HIT GROUP RECORDS -- 15.2.2 MISS RECORDS -- 15.3 API-SPECIFIC DETAILS -- 15.3.1 DIRECTX RAYTRACING -- EMBEDDED SHADER RECORD PARAMETERS -- INSTANCE PARAMETERS -- TRACE RAY PARAMETERS -- 15.3.2 VULKAN KHR RAY TRACING -- SHADER RECORDS AND PARAMETERS -- INSTANCE PARAMETERS -- TRACE RAY PARAMETERS -- 15.3.3 OPTIX -- SHADER RECORDS AND PARAMETERS -- INSTANCE PARAMETERS -- TRACE RAY PARAMETERS -- 15.4 COMMON SHADER BINDING TABLE CONFIGURATIONS -- 15.4.1 A BASIC RAY TRACER -- 15.4.2 INSTANCING A BLAS WITH THE SAME HIT GROUP PARAMETERS -- 15.4.3 DROPPING THE SHADOW HIT GROUP WHEN RENDERING OPAQUE GEOMETRIES -- 15.4.4 A MINIMAL ONE OR TWO HIT GROUP RAY TRACER -- 15.4.5 DYNAMICALLY UPDATING THE SBT -- 15.5 SUMMARY -- REFERENCES -- CHAPTER 16 INTRODUCTION TO VULKAN RAY TRACING -- ABSTRACT -- 16.1 INTRODUCTION -- 16.2 OVERVIEW -- 16.3 GETTING STARTED -- 16.4 THE VULKAN RAY TRACING PIPELINE -- 16.5 HLSL/GLSL SUPPORT -- 16.5.1 GLSL -- 16.5.2 HLSL -- SHADER STAGES -- INTRINSIC VARIABLES AND FUNCTIONS -- SHADER RECORD BUFFER AND LOCAL ROOT SIGNATURES -- 16.6 RAY TRACING SHADER EXAMPLE -- 16.7 OVERVIEW OF HOST INITIALIZATION -- 16.8 VULKAN RAY TRACING SETUP -- 16.8.1 ACCELERATION STRUCTURES -- BOTTOM-LEVEL ACCELERATION STRUCTURE CONSTRUCTION -- TOP-LEVEL ACCELERATION STRUCTURE CONSTRUCTION -- 16.8.2 ACCELERATION STRUCTURE OPERATIONS -- CLONING ACCELERATION STRUCTURES -- REFITTING ACCELERATION STRUCTURES.
COMPACTING ACCELERATION STRUCTURES -- SERIALIZING AND DESERIALIZING ACCELERATION STRUCTURES -- DESCRIPTOR SET LAYOUTS AND PIPELINE LAYOUTS -- 16.8.3 SHADER COMPILATION -- 16.9 CREATING VULKAN RAY TRACING PIPELINES -- 16.10 SHADER BINDING TABLES -- 16.11 RAY DISPATCH -- 16.12 ADDITIONAL RESOURCES -- 16.13 CONCLUSION -- ACKNOWLEDGMENTS -- REFERENCES -- CHAPTER 17 USING BINDLESS RESOURCES WITH DIRECTX RAYTRACING -- ABSTRACT -- 17.1 INTRODUCTION -- 17.2 TRADITIONAL BINDING WITH DXR -- 17.3 BINDLESS RESOURCES IN D3D12 -- 17.4 BINDLESS RESOURCES WITH DXR -- 17.5 PRACTICAL IMPLICATIONS OF USING BINDLESS TECHNIQUES -- 17.5.1 MINIMUM HARDWARE REQUIREMENTS -- 17.5.2 VALIDATION AND DEBUGGING TOOLS -- 17.5.3 CRASHES AND UNDEFINED BEHAVIOR -- 17.6 UPCOMING D3D12 FEATURES -- 17.7 CONCLUSION -- REFERENCES -- CHAPTER 18 WEBRAYS: RAY TRACING ON THE WEB -- ABSTRACT -- 18.1 INTRODUCTION -- 18.2 FRAMEWORK ARCHITECTURE -- 18.2.1 DESIGN GOALS -- 18.2.2 HOST-SIDE API -- 18.2.3 DEVICE-SIDE API -- 18.2.4 ENGINE CORE -- 18.2.5 ACCELERATION DATA STRUCTURES -- 18.3 PROGRAMMING WITH WEBRAYS -- 18.3.1 SETUP -- 18.3.2 POPULATING THE ACCELERATION DATA STRUCTURES -- 18.3.3 RAY AND INTERSECTION BUFFERS -- 18.3.4 RAY GENERATION -- 18.3.5 HOST-SIDE INTERSECTIONS -- 18.3.6 DEVICE-SIDE INTERSECTIONS -- 18.4 USE CASES -- 18.4.1 AMBIENT OCCLUSION -- 18.4.2 PATH TRACING -- 18.4.3 HYBRID RENDERING -- AMBIENT OCCLUSION -- SHADOWS -- REFLECTION AND REFRACTION -- 18.4.4 RAY TRACING PROTOTYPING PLATFORM -- 18.5 CONCLUSIONS AND FUTURE WORK -- ACKNOWLEDGMENTS -- REFERENCES -- CHAPTER 19 VISUALIZING AND COMMUNICATING ERRORS IN RENDERED IMAGES -- ABSTRACT -- 19.1 INTRODUCTION -- 19.2 FLIP -- 19.2.1 LDR- FLIP -- 19.2.2 HDR- FLIP -- 19.3 THE TOOL -- 19.4 EXAMPLE USAGE AND OUTPUT -- 19.5 RENDERING ALGORITHM DEVELOPMENT AND EVALUATION -- 19.6 APPENDIX: MEAN VERSUS WEIGHTED MEDIAN -- ACKNOWLEDGMENTS.
REFERENCES -- PART III SAMPLING -- CHAPTER 20 MULTIPLE IMPORTANCE SAMPLING 101 -- ABSTRACT -- 20.1 DIRECT LIGHT ESTIMATION -- 20.1.1 COSINE HEMISPHERE SAMPLING -- 20.1.2 MATERIAL SAMPLING -- 20.1.3 LIGHT SAMPLING -- 20.1.4 CHOOSING A TECHNIQUE -- 20.1.5 MULTIPLE IMPORTANCE SAMPLING -- 20.2 A PATH TRACER WITH MIS -- 20.3 CLOSING WORDS AND FURTHER READING -- ACKNOWLEDGMENTS -- REFERENCES -- CHAPTER 21 THE ALIAS METHOD FOR SAMPLING DISCRETE DISTRIBUTIONS -- ABSTRACT -- 21.1 INTRODUCTION -- 21.2 BASIC INTUITION -- 21.3 THE ALIAS METHOD -- 21.4 ALIAS TABLE CONSTRUCTION -- 21.5 ADDITIONAL READING AND RESOURCES -- REFERENCES -- CHAPTER 22 WEIGHTED RESERVOIR SAMPLING: RANDOMLY SAMPLING STREAMS -- ABSTRACT -- 22.1 INTRODUCTION -- 22.2 USAGE IN COMPUTER GRAPHICS -- 22.3 PROBLEM DESCRIPTION -- 22.4 RESERVOIR SAMPLING WITH OR WITHOUT REPLACEMENT -- 22.5 SIMPLE ALGORITHM FOR SAMPLING WITH REPLACEMENT -- 22.6 WEIGHTED RESERVOIR SAMPLING FOR K &gt -- 1 -- 22.7 AN INTERESTING PROPERTY -- 22.8 ADDITIONAL READING -- REFERENCES -- CHAPTER 23 RENDERING MANY LIGHTS WITH GRID-BASED RESERVOIRS -- ABSTRACT -- 23.1 INTRODUCTION -- 23.2 PROBLEM STATEMENT -- 23.2.1 RESAMPLED IMPORTANCE SAMPLING -- 23.2.2 RESERVOIR -- 23.3 GRID-BASED RESERVOIRS -- 23.3.1 SELECTING LIGHT SAMPLES FOR THE GRID -- 23.3.2 SAMPLING THE LIGHT FOR SHADING -- 23.4 IMPLEMENTATION -- 23.4.1 CONSTRUCTION OF THE GRID -- POSITIONING THE GRID -- BUILDING CELL RESERVOIRS -- TEMPORAL EUSE -- DYNAMIC LIGHTS -- 23.4.2 SAMPLING FROM THE GRID -- 23.5 RESULTS -- 23.6 CONCLUSIONS -- REFERENCES -- CHAPTER 24 USING BLUE NOISE FOR RAY TRACED SOFT SHADOWS -- ABSTRACT -- 24.1 INTRODUCTION -- 24.2 OVERVIEW -- 24.3 BLUE NOISE SAMPLES -- 24.4 BLUE NOISE MASKS -- 24.5 VOID AND CLUSTER ALGORITHM -- 24.5.1 INITIAL BINARY PATTERN -- 24.5.2 PHASE I: MAKE PATTERN PROGRESSIVE -- 24.5.3 PHASE II: FIRST HALF OF PIXELS.
24.5.4 PHASE III: SECOND HALF OF PIXELS.
author_facet Marrs, Adam.
Shirley, Peter.
Wald, Ingo.
author_variant a m am
author2 Shirley, Peter.
Wald, Ingo.
author2_variant p s ps
i w iw
author2_role TeilnehmendeR
TeilnehmendeR
author_sort Marrs, Adam.
title Ray Tracing Gems II : Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX.
title_sub Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX.
title_full Ray Tracing Gems II : Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX.
title_fullStr Ray Tracing Gems II : Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX.
title_full_unstemmed Ray Tracing Gems II : Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX.
title_auth Ray Tracing Gems II : Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX.
title_new Ray Tracing Gems II :
title_sort ray tracing gems ii : next generation real-time rendering with dxr, vulkan, and optix.
publisher Apress L. P.,
publishDate 2021
physical 1 online resource (884 pages)
edition 1st ed.
contents Intro -- Table of Contents -- Preface -- Foreword -- CONTRIBUTORS -- NOTATION -- PART I RAY TRACING FOUNDATIONS -- CHAPTER 1 A BREAKNECK SUMMARY OF PHOTOGRAPHIC TERMS (AND THEIR UTILITY TO RAY TRACING) -- ABSTRACT -- 1.1 INTRODUCTION -- 1.2 DIGITAL SENSOR TECHNOLOGY -- 1.3 FILM -- 1.4 COMMON CAPTURE DIMENSIONS -- 1.5 COMMON CAPTURE RESOLUTIONS -- 1.6 LENSING -- 1.7 SHUTTER -- 1.8 EXPOSURE -- 1.9 EQUIVALENCY -- 1.10 PHYSICAL LENSES -- 1.11 BOKEH -- 1.12 VARIOUS LENS IMPERFECTIONS -- 1.13 OPTICAL ELEMENTS -- 1.14 ANAMORPHIC -- 1.15 CAMERA MOVEMENT -- REFERENCES -- CHAPTER 2 RAY AXIS-ALIGNED BOUNDING BOX INTERSECTION -- ABSTRACT -- 2.1 THE METHOD -- REFERENCES -- CHAPTER 3 ESSENTIAL RAY GENERATION SHADERS -- ABSTRACT -- 3.1 INTRODUCTION -- 3.2 CAMERA RAYS -- 3.2.1 CAMERA SPACE -- 3.2.2 NEAR AND FAR PLANES -- 3.2.3 SUPERSAMPLING -- 3.2.4 VIEW CAMERAS -- 3.2.5 PARAMETERS -- 3.3 PINHOLE PERSPECTIVE -- 3.4 THIN LENS -- 3.5 GENERALIZED PANINI -- 3.6 FISHEYE -- 3.7 LENSLET -- 3.8 OCTAHEDRAL -- 3.9 CUBE MAP -- 3.10 ORTHOGRAPHIC -- 3.11 FIBONACCI SPHERE -- REFERENCES -- CHAPTER 4 HACKING THE SHADOW TERMINATOR -- ABSTRACT -- 4.1 INTRODUCTION -- 4.2 RELATED WORK -- 4.3 MOVING THE INTERSECTION POINT IN HINDSIGHT -- 4.4 ANALYSIS -- 4.5 DISCUSSION AND LIMITATIONS -- 4.6 CONCLUSION -- REFERENCES -- CHAPTER 5 SAMPLING TEXTURES WITH MISSING DERIVATIVES -- ABSTRACT -- 5.1 INTRODUCTION -- 5.2 TEXTURE COORDINATE DERIVATIVES AT VISIBLE POINTS -- 5.2.1 INPUTS AND NOTATION -- 5.2.2 OVERVIEW -- 5.2.3 WORLD-SPACE DERIVATIVES For -- 5.2.4 FROM WORLD SPACE TO SCREEN SPACE -- 5.2.5 DEPTH DERIVATIVES -- 5.2.6 PUTTING IT ALL TOGETHER -- 5.3 FURTHER APPLICATIONS -- 5.3.1 TRILINEAR SAMPLING -- 5.3.2 SECONDARY RAY INTERSECTION POINTS -- 5.3.3 MATERIAL GRAPHS -- 5.4 COMPARISON -- 5.5 CONCLUSION -- REFERENCES -- CHAPTER 6 DIFFERENTIAL BARYCENTRIC COORDINATES -- ABSTRACT.
6.1 BACKGROUND -- 6.2 METHOD -- 6.3 CODE -- REFERENCES -- CHAPTER 7 TEXTURE COORDINATE GRADIENTS ESTIMATION FOR RAY CONES -- ABSTRACT -- 7.1 BACKGROUND -- 7.2 RAY CONE GRADIENTS -- 7.3 COMPARISON AND RESULTS -- 7.4 SAMPLE CODE -- 7.5 CONCLUSION -- REFERENCES -- CHAPTER 8 REFLECTION AND REFRACTION FORMULAS -- ABSTRACT -- 8.1 REFLECTION -- 8.2 REFRACTION -- REFERENCES -- CHAPTER 9 THE SCHLICK FRESNEL APPROXIMATION -- ABSTRACT -- 9.1 INTRODUCTION -- 9.2 THE FRESNEL EQUATIONS -- 9.3 THE SCHLICK APPROXIMATION -- 9.4 DIELECTRICS VS. CONDUCTORS -- 9.5 APPROXIMATIONS FOR MODELING THE REFLECTANCE OF METALS -- REFERENCES -- CHAPTER 10 REFRACTION RAY CONES FOR TEXTURE LEVEL OF DETAIL -- ABSTRACT -- 10.1 INTRODUCTION -- 10.2 OUR METHOD -- 10.3 RESULTS -- 10.4 CONCLUSION -- REFERENCES -- CHAPTER 11 HANDLING TRANSLUCENCY WITH REAL-TIME RAY TRACING -- ABSTRACT -- 11.1 CATEGORIES OF TRANSLUCENT MATERIAL -- 11.2 OVERVIEW -- 11.3 SINGLE TRANSLUCENT PASS -- 11.4 PIPELINE SETUP -- 11.5 VISIBILITY FOR SEMITRANSPARENT MATERIALS -- 11.6 CONCLUSION -- ACKNOWLEDGMENTS -- REFERENCES -- CHAPTER 12 MOTION BLUR CORNER CASES -- ABSTRACT -- 12.1 INTRODUCTION -- 12.2 DEALING WITH VARYING MOTION SAMPLE COUNTS -- 12.2.1 MOTIVATION -- 12.2.2 TIME SAMPLE UNIFORMIZATION -- 12.3 COMBINING TRANSFORMATION AND DEFORMATION MOTION -- 12.4 INCOHERENT MOTION -- 12.5 CONCLUSION -- REFERENCES -- CHAPTER 13 FAST SPECTRAL UPSAMPLING OF VOLUME ATTENUATION COEFFICIENTS -- ABSTRACT -- 13.1 INTRODUCTION -- 13.1.1 KNOWN SOLUTIONS -- 13.2 PROPOSED SOLUTION -- 13.2.1 OPTIMIZING THRESHOLD VALUES -- 13.2.2 EXAMPLE OPTIMIZED VALUES -- 13.3 RESULTS -- 13.4 CONCLUSION -- REFERENCES -- CHAPTER 14 THE REFERENCE PATH TRACER -- ABSTRACT -- 14.1 INTRODUCTION -- 14.2 ALGORITHM -- 14.3 IMPLEMENTATION -- 14.3.1 ACCELERATION STRUCTURE MEMORY -- 14.3.2 PRIMARY RAYS -- 14.3.3 LOADING GEOMETRY AND MATERIAL PROPERTIES.
14.3.4 RANDOM NUMBER GENERATION -- 14.3.5 ACCUMULATION AND ANTIALIASING -- 14.3.6 TRACING PATHS -- 14.3.7 VIRTUAL LIGHTS AND SHADOW RAYS -- SELECTING LIGHTS -- 14.4 CONCLUSION -- REFERENCES -- PART II APIS AND TOOLS -- CHAPTER 15 THE SHADER BINDING TABLE DEMYSTIFIED -- ABSTRACT -- 15.1 THE SHADER BINDING TABLE -- 15.1.1 RAY GENERATION RECORDS -- 15.1.2 HIT GROUP RECORDS -- 15.1.3 MISS RECORDS -- 15.2 SHADER RECORD INDEX CALCULATION -- 15.2.1 HIT GROUP RECORDS -- 15.2.2 MISS RECORDS -- 15.3 API-SPECIFIC DETAILS -- 15.3.1 DIRECTX RAYTRACING -- EMBEDDED SHADER RECORD PARAMETERS -- INSTANCE PARAMETERS -- TRACE RAY PARAMETERS -- 15.3.2 VULKAN KHR RAY TRACING -- SHADER RECORDS AND PARAMETERS -- INSTANCE PARAMETERS -- TRACE RAY PARAMETERS -- 15.3.3 OPTIX -- SHADER RECORDS AND PARAMETERS -- INSTANCE PARAMETERS -- TRACE RAY PARAMETERS -- 15.4 COMMON SHADER BINDING TABLE CONFIGURATIONS -- 15.4.1 A BASIC RAY TRACER -- 15.4.2 INSTANCING A BLAS WITH THE SAME HIT GROUP PARAMETERS -- 15.4.3 DROPPING THE SHADOW HIT GROUP WHEN RENDERING OPAQUE GEOMETRIES -- 15.4.4 A MINIMAL ONE OR TWO HIT GROUP RAY TRACER -- 15.4.5 DYNAMICALLY UPDATING THE SBT -- 15.5 SUMMARY -- REFERENCES -- CHAPTER 16 INTRODUCTION TO VULKAN RAY TRACING -- ABSTRACT -- 16.1 INTRODUCTION -- 16.2 OVERVIEW -- 16.3 GETTING STARTED -- 16.4 THE VULKAN RAY TRACING PIPELINE -- 16.5 HLSL/GLSL SUPPORT -- 16.5.1 GLSL -- 16.5.2 HLSL -- SHADER STAGES -- INTRINSIC VARIABLES AND FUNCTIONS -- SHADER RECORD BUFFER AND LOCAL ROOT SIGNATURES -- 16.6 RAY TRACING SHADER EXAMPLE -- 16.7 OVERVIEW OF HOST INITIALIZATION -- 16.8 VULKAN RAY TRACING SETUP -- 16.8.1 ACCELERATION STRUCTURES -- BOTTOM-LEVEL ACCELERATION STRUCTURE CONSTRUCTION -- TOP-LEVEL ACCELERATION STRUCTURE CONSTRUCTION -- 16.8.2 ACCELERATION STRUCTURE OPERATIONS -- CLONING ACCELERATION STRUCTURES -- REFITTING ACCELERATION STRUCTURES.
COMPACTING ACCELERATION STRUCTURES -- SERIALIZING AND DESERIALIZING ACCELERATION STRUCTURES -- DESCRIPTOR SET LAYOUTS AND PIPELINE LAYOUTS -- 16.8.3 SHADER COMPILATION -- 16.9 CREATING VULKAN RAY TRACING PIPELINES -- 16.10 SHADER BINDING TABLES -- 16.11 RAY DISPATCH -- 16.12 ADDITIONAL RESOURCES -- 16.13 CONCLUSION -- ACKNOWLEDGMENTS -- REFERENCES -- CHAPTER 17 USING BINDLESS RESOURCES WITH DIRECTX RAYTRACING -- ABSTRACT -- 17.1 INTRODUCTION -- 17.2 TRADITIONAL BINDING WITH DXR -- 17.3 BINDLESS RESOURCES IN D3D12 -- 17.4 BINDLESS RESOURCES WITH DXR -- 17.5 PRACTICAL IMPLICATIONS OF USING BINDLESS TECHNIQUES -- 17.5.1 MINIMUM HARDWARE REQUIREMENTS -- 17.5.2 VALIDATION AND DEBUGGING TOOLS -- 17.5.3 CRASHES AND UNDEFINED BEHAVIOR -- 17.6 UPCOMING D3D12 FEATURES -- 17.7 CONCLUSION -- REFERENCES -- CHAPTER 18 WEBRAYS: RAY TRACING ON THE WEB -- ABSTRACT -- 18.1 INTRODUCTION -- 18.2 FRAMEWORK ARCHITECTURE -- 18.2.1 DESIGN GOALS -- 18.2.2 HOST-SIDE API -- 18.2.3 DEVICE-SIDE API -- 18.2.4 ENGINE CORE -- 18.2.5 ACCELERATION DATA STRUCTURES -- 18.3 PROGRAMMING WITH WEBRAYS -- 18.3.1 SETUP -- 18.3.2 POPULATING THE ACCELERATION DATA STRUCTURES -- 18.3.3 RAY AND INTERSECTION BUFFERS -- 18.3.4 RAY GENERATION -- 18.3.5 HOST-SIDE INTERSECTIONS -- 18.3.6 DEVICE-SIDE INTERSECTIONS -- 18.4 USE CASES -- 18.4.1 AMBIENT OCCLUSION -- 18.4.2 PATH TRACING -- 18.4.3 HYBRID RENDERING -- AMBIENT OCCLUSION -- SHADOWS -- REFLECTION AND REFRACTION -- 18.4.4 RAY TRACING PROTOTYPING PLATFORM -- 18.5 CONCLUSIONS AND FUTURE WORK -- ACKNOWLEDGMENTS -- REFERENCES -- CHAPTER 19 VISUALIZING AND COMMUNICATING ERRORS IN RENDERED IMAGES -- ABSTRACT -- 19.1 INTRODUCTION -- 19.2 FLIP -- 19.2.1 LDR- FLIP -- 19.2.2 HDR- FLIP -- 19.3 THE TOOL -- 19.4 EXAMPLE USAGE AND OUTPUT -- 19.5 RENDERING ALGORITHM DEVELOPMENT AND EVALUATION -- 19.6 APPENDIX: MEAN VERSUS WEIGHTED MEDIAN -- ACKNOWLEDGMENTS.
REFERENCES -- PART III SAMPLING -- CHAPTER 20 MULTIPLE IMPORTANCE SAMPLING 101 -- ABSTRACT -- 20.1 DIRECT LIGHT ESTIMATION -- 20.1.1 COSINE HEMISPHERE SAMPLING -- 20.1.2 MATERIAL SAMPLING -- 20.1.3 LIGHT SAMPLING -- 20.1.4 CHOOSING A TECHNIQUE -- 20.1.5 MULTIPLE IMPORTANCE SAMPLING -- 20.2 A PATH TRACER WITH MIS -- 20.3 CLOSING WORDS AND FURTHER READING -- ACKNOWLEDGMENTS -- REFERENCES -- CHAPTER 21 THE ALIAS METHOD FOR SAMPLING DISCRETE DISTRIBUTIONS -- ABSTRACT -- 21.1 INTRODUCTION -- 21.2 BASIC INTUITION -- 21.3 THE ALIAS METHOD -- 21.4 ALIAS TABLE CONSTRUCTION -- 21.5 ADDITIONAL READING AND RESOURCES -- REFERENCES -- CHAPTER 22 WEIGHTED RESERVOIR SAMPLING: RANDOMLY SAMPLING STREAMS -- ABSTRACT -- 22.1 INTRODUCTION -- 22.2 USAGE IN COMPUTER GRAPHICS -- 22.3 PROBLEM DESCRIPTION -- 22.4 RESERVOIR SAMPLING WITH OR WITHOUT REPLACEMENT -- 22.5 SIMPLE ALGORITHM FOR SAMPLING WITH REPLACEMENT -- 22.6 WEIGHTED RESERVOIR SAMPLING FOR K &gt -- 1 -- 22.7 AN INTERESTING PROPERTY -- 22.8 ADDITIONAL READING -- REFERENCES -- CHAPTER 23 RENDERING MANY LIGHTS WITH GRID-BASED RESERVOIRS -- ABSTRACT -- 23.1 INTRODUCTION -- 23.2 PROBLEM STATEMENT -- 23.2.1 RESAMPLED IMPORTANCE SAMPLING -- 23.2.2 RESERVOIR -- 23.3 GRID-BASED RESERVOIRS -- 23.3.1 SELECTING LIGHT SAMPLES FOR THE GRID -- 23.3.2 SAMPLING THE LIGHT FOR SHADING -- 23.4 IMPLEMENTATION -- 23.4.1 CONSTRUCTION OF THE GRID -- POSITIONING THE GRID -- BUILDING CELL RESERVOIRS -- TEMPORAL EUSE -- DYNAMIC LIGHTS -- 23.4.2 SAMPLING FROM THE GRID -- 23.5 RESULTS -- 23.6 CONCLUSIONS -- REFERENCES -- CHAPTER 24 USING BLUE NOISE FOR RAY TRACED SOFT SHADOWS -- ABSTRACT -- 24.1 INTRODUCTION -- 24.2 OVERVIEW -- 24.3 BLUE NOISE SAMPLES -- 24.4 BLUE NOISE MASKS -- 24.5 VOID AND CLUSTER ALGORITHM -- 24.5.1 INITIAL BINARY PATTERN -- 24.5.2 PHASE I: MAKE PATTERN PROGRESSIVE -- 24.5.3 PHASE II: FIRST HALF OF PIXELS.
24.5.4 PHASE III: SECOND HALF OF PIXELS.
isbn 9781484271858
9781484271841
callnumber-first T - Technology
callnumber-subject T - General Technology
callnumber-label T385
callnumber-sort T 3385
genre Electronic books.
genre_facet Electronic books.
url https://ebookcentral.proquest.com/lib/oeawat/detail.action?docID=6689306
illustrated Not Illustrated
oclc_num 1264708592
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AT waldingo raytracinggemsiinextgenerationrealtimerenderingwithdxrvulkanandoptix
status_str n
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carrierType_str_mv cr
is_hierarchy_title Ray Tracing Gems II : Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX.
author2_original_writing_str_mv noLinkedField
noLinkedField
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fullrecord <?xml version="1.0" encoding="UTF-8"?><collection xmlns="http://www.loc.gov/MARC21/slim"><record><leader>10979nam a22004573i 4500</leader><controlfield tag="001">5006689306</controlfield><controlfield tag="003">MiAaPQ</controlfield><controlfield tag="005">20240229073842.0</controlfield><controlfield tag="006">m o d | </controlfield><controlfield tag="007">cr cnu||||||||</controlfield><controlfield tag="008">240229s2021 xx o ||||0 eng d</controlfield><datafield tag="020" ind1=" " ind2=" "><subfield code="a">9781484271858</subfield><subfield code="q">(electronic bk.)</subfield></datafield><datafield tag="020" ind1=" " ind2=" "><subfield code="z">9781484271841</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(MiAaPQ)5006689306</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(Au-PeEL)EBL6689306</subfield></datafield><datafield tag="035" ind1=" " ind2=" "><subfield code="a">(OCoLC)1264708592</subfield></datafield><datafield tag="040" ind1=" " ind2=" "><subfield code="a">MiAaPQ</subfield><subfield code="b">eng</subfield><subfield code="e">rda</subfield><subfield code="e">pn</subfield><subfield code="c">MiAaPQ</subfield><subfield code="d">MiAaPQ</subfield></datafield><datafield tag="050" ind1=" " ind2="4"><subfield code="a">T385</subfield></datafield><datafield tag="100" ind1="1" ind2=" "><subfield code="a">Marrs, Adam.</subfield></datafield><datafield tag="245" ind1="1" ind2="0"><subfield code="a">Ray Tracing Gems II :</subfield><subfield code="b">Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX.</subfield></datafield><datafield tag="250" ind1=" " ind2=" "><subfield code="a">1st ed.</subfield></datafield><datafield tag="264" ind1=" " ind2="1"><subfield code="a">Berkeley, CA :</subfield><subfield code="b">Apress L. P.,</subfield><subfield code="c">2021.</subfield></datafield><datafield tag="264" ind1=" " ind2="4"><subfield code="c">Ã2021.</subfield></datafield><datafield tag="300" ind1=" " ind2=" "><subfield code="a">1 online resource (884 pages)</subfield></datafield><datafield tag="336" ind1=" " ind2=" "><subfield code="a">text</subfield><subfield code="b">txt</subfield><subfield code="2">rdacontent</subfield></datafield><datafield tag="337" ind1=" " ind2=" "><subfield code="a">computer</subfield><subfield code="b">c</subfield><subfield code="2">rdamedia</subfield></datafield><datafield tag="338" ind1=" " ind2=" "><subfield code="a">online resource</subfield><subfield code="b">cr</subfield><subfield code="2">rdacarrier</subfield></datafield><datafield tag="505" ind1="0" ind2=" "><subfield code="a">Intro -- Table of Contents -- Preface -- Foreword -- CONTRIBUTORS -- NOTATION -- PART I RAY TRACING FOUNDATIONS -- CHAPTER 1 A BREAKNECK SUMMARY OF PHOTOGRAPHIC TERMS (AND THEIR UTILITY TO RAY TRACING) -- ABSTRACT -- 1.1 INTRODUCTION -- 1.2 DIGITAL SENSOR TECHNOLOGY -- 1.3 FILM -- 1.4 COMMON CAPTURE DIMENSIONS -- 1.5 COMMON CAPTURE RESOLUTIONS -- 1.6 LENSING -- 1.7 SHUTTER -- 1.8 EXPOSURE -- 1.9 EQUIVALENCY -- 1.10 PHYSICAL LENSES -- 1.11 BOKEH -- 1.12 VARIOUS LENS IMPERFECTIONS -- 1.13 OPTICAL ELEMENTS -- 1.14 ANAMORPHIC -- 1.15 CAMERA MOVEMENT -- REFERENCES -- CHAPTER 2 RAY AXIS-ALIGNED BOUNDING BOX INTERSECTION -- ABSTRACT -- 2.1 THE METHOD -- REFERENCES -- CHAPTER 3 ESSENTIAL RAY GENERATION SHADERS -- ABSTRACT -- 3.1 INTRODUCTION -- 3.2 CAMERA RAYS -- 3.2.1 CAMERA SPACE -- 3.2.2 NEAR AND FAR PLANES -- 3.2.3 SUPERSAMPLING -- 3.2.4 VIEW CAMERAS -- 3.2.5 PARAMETERS -- 3.3 PINHOLE PERSPECTIVE -- 3.4 THIN LENS -- 3.5 GENERALIZED PANINI -- 3.6 FISHEYE -- 3.7 LENSLET -- 3.8 OCTAHEDRAL -- 3.9 CUBE MAP -- 3.10 ORTHOGRAPHIC -- 3.11 FIBONACCI SPHERE -- REFERENCES -- CHAPTER 4 HACKING THE SHADOW TERMINATOR -- ABSTRACT -- 4.1 INTRODUCTION -- 4.2 RELATED WORK -- 4.3 MOVING THE INTERSECTION POINT IN HINDSIGHT -- 4.4 ANALYSIS -- 4.5 DISCUSSION AND LIMITATIONS -- 4.6 CONCLUSION -- REFERENCES -- CHAPTER 5 SAMPLING TEXTURES WITH MISSING DERIVATIVES -- ABSTRACT -- 5.1 INTRODUCTION -- 5.2 TEXTURE COORDINATE DERIVATIVES AT VISIBLE POINTS -- 5.2.1 INPUTS AND NOTATION -- 5.2.2 OVERVIEW -- 5.2.3 WORLD-SPACE DERIVATIVES For -- 5.2.4 FROM WORLD SPACE TO SCREEN SPACE -- 5.2.5 DEPTH DERIVATIVES -- 5.2.6 PUTTING IT ALL TOGETHER -- 5.3 FURTHER APPLICATIONS -- 5.3.1 TRILINEAR SAMPLING -- 5.3.2 SECONDARY RAY INTERSECTION POINTS -- 5.3.3 MATERIAL GRAPHS -- 5.4 COMPARISON -- 5.5 CONCLUSION -- REFERENCES -- CHAPTER 6 DIFFERENTIAL BARYCENTRIC COORDINATES -- ABSTRACT.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">6.1 BACKGROUND -- 6.2 METHOD -- 6.3 CODE -- REFERENCES -- CHAPTER 7 TEXTURE COORDINATE GRADIENTS ESTIMATION FOR RAY CONES -- ABSTRACT -- 7.1 BACKGROUND -- 7.2 RAY CONE GRADIENTS -- 7.3 COMPARISON AND RESULTS -- 7.4 SAMPLE CODE -- 7.5 CONCLUSION -- REFERENCES -- CHAPTER 8 REFLECTION AND REFRACTION FORMULAS -- ABSTRACT -- 8.1 REFLECTION -- 8.2 REFRACTION -- REFERENCES -- CHAPTER 9 THE SCHLICK FRESNEL APPROXIMATION -- ABSTRACT -- 9.1 INTRODUCTION -- 9.2 THE FRESNEL EQUATIONS -- 9.3 THE SCHLICK APPROXIMATION -- 9.4 DIELECTRICS VS. CONDUCTORS -- 9.5 APPROXIMATIONS FOR MODELING THE REFLECTANCE OF METALS -- REFERENCES -- CHAPTER 10 REFRACTION RAY CONES FOR TEXTURE LEVEL OF DETAIL -- ABSTRACT -- 10.1 INTRODUCTION -- 10.2 OUR METHOD -- 10.3 RESULTS -- 10.4 CONCLUSION -- REFERENCES -- CHAPTER 11 HANDLING TRANSLUCENCY WITH REAL-TIME RAY TRACING -- ABSTRACT -- 11.1 CATEGORIES OF TRANSLUCENT MATERIAL -- 11.2 OVERVIEW -- 11.3 SINGLE TRANSLUCENT PASS -- 11.4 PIPELINE SETUP -- 11.5 VISIBILITY FOR SEMITRANSPARENT MATERIALS -- 11.6 CONCLUSION -- ACKNOWLEDGMENTS -- REFERENCES -- CHAPTER 12 MOTION BLUR CORNER CASES -- ABSTRACT -- 12.1 INTRODUCTION -- 12.2 DEALING WITH VARYING MOTION SAMPLE COUNTS -- 12.2.1 MOTIVATION -- 12.2.2 TIME SAMPLE UNIFORMIZATION -- 12.3 COMBINING TRANSFORMATION AND DEFORMATION MOTION -- 12.4 INCOHERENT MOTION -- 12.5 CONCLUSION -- REFERENCES -- CHAPTER 13 FAST SPECTRAL UPSAMPLING OF VOLUME ATTENUATION COEFFICIENTS -- ABSTRACT -- 13.1 INTRODUCTION -- 13.1.1 KNOWN SOLUTIONS -- 13.2 PROPOSED SOLUTION -- 13.2.1 OPTIMIZING THRESHOLD VALUES -- 13.2.2 EXAMPLE OPTIMIZED VALUES -- 13.3 RESULTS -- 13.4 CONCLUSION -- REFERENCES -- CHAPTER 14 THE REFERENCE PATH TRACER -- ABSTRACT -- 14.1 INTRODUCTION -- 14.2 ALGORITHM -- 14.3 IMPLEMENTATION -- 14.3.1 ACCELERATION STRUCTURE MEMORY -- 14.3.2 PRIMARY RAYS -- 14.3.3 LOADING GEOMETRY AND MATERIAL PROPERTIES.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">14.3.4 RANDOM NUMBER GENERATION -- 14.3.5 ACCUMULATION AND ANTIALIASING -- 14.3.6 TRACING PATHS -- 14.3.7 VIRTUAL LIGHTS AND SHADOW RAYS -- SELECTING LIGHTS -- 14.4 CONCLUSION -- REFERENCES -- PART II APIS AND TOOLS -- CHAPTER 15 THE SHADER BINDING TABLE DEMYSTIFIED -- ABSTRACT -- 15.1 THE SHADER BINDING TABLE -- 15.1.1 RAY GENERATION RECORDS -- 15.1.2 HIT GROUP RECORDS -- 15.1.3 MISS RECORDS -- 15.2 SHADER RECORD INDEX CALCULATION -- 15.2.1 HIT GROUP RECORDS -- 15.2.2 MISS RECORDS -- 15.3 API-SPECIFIC DETAILS -- 15.3.1 DIRECTX RAYTRACING -- EMBEDDED SHADER RECORD PARAMETERS -- INSTANCE PARAMETERS -- TRACE RAY PARAMETERS -- 15.3.2 VULKAN KHR RAY TRACING -- SHADER RECORDS AND PARAMETERS -- INSTANCE PARAMETERS -- TRACE RAY PARAMETERS -- 15.3.3 OPTIX -- SHADER RECORDS AND PARAMETERS -- INSTANCE PARAMETERS -- TRACE RAY PARAMETERS -- 15.4 COMMON SHADER BINDING TABLE CONFIGURATIONS -- 15.4.1 A BASIC RAY TRACER -- 15.4.2 INSTANCING A BLAS WITH THE SAME HIT GROUP PARAMETERS -- 15.4.3 DROPPING THE SHADOW HIT GROUP WHEN RENDERING OPAQUE GEOMETRIES -- 15.4.4 A MINIMAL ONE OR TWO HIT GROUP RAY TRACER -- 15.4.5 DYNAMICALLY UPDATING THE SBT -- 15.5 SUMMARY -- REFERENCES -- CHAPTER 16 INTRODUCTION TO VULKAN RAY TRACING -- ABSTRACT -- 16.1 INTRODUCTION -- 16.2 OVERVIEW -- 16.3 GETTING STARTED -- 16.4 THE VULKAN RAY TRACING PIPELINE -- 16.5 HLSL/GLSL SUPPORT -- 16.5.1 GLSL -- 16.5.2 HLSL -- SHADER STAGES -- INTRINSIC VARIABLES AND FUNCTIONS -- SHADER RECORD BUFFER AND LOCAL ROOT SIGNATURES -- 16.6 RAY TRACING SHADER EXAMPLE -- 16.7 OVERVIEW OF HOST INITIALIZATION -- 16.8 VULKAN RAY TRACING SETUP -- 16.8.1 ACCELERATION STRUCTURES -- BOTTOM-LEVEL ACCELERATION STRUCTURE CONSTRUCTION -- TOP-LEVEL ACCELERATION STRUCTURE CONSTRUCTION -- 16.8.2 ACCELERATION STRUCTURE OPERATIONS -- CLONING ACCELERATION STRUCTURES -- REFITTING ACCELERATION STRUCTURES.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">COMPACTING ACCELERATION STRUCTURES -- SERIALIZING AND DESERIALIZING ACCELERATION STRUCTURES -- DESCRIPTOR SET LAYOUTS AND PIPELINE LAYOUTS -- 16.8.3 SHADER COMPILATION -- 16.9 CREATING VULKAN RAY TRACING PIPELINES -- 16.10 SHADER BINDING TABLES -- 16.11 RAY DISPATCH -- 16.12 ADDITIONAL RESOURCES -- 16.13 CONCLUSION -- ACKNOWLEDGMENTS -- REFERENCES -- CHAPTER 17 USING BINDLESS RESOURCES WITH DIRECTX RAYTRACING -- ABSTRACT -- 17.1 INTRODUCTION -- 17.2 TRADITIONAL BINDING WITH DXR -- 17.3 BINDLESS RESOURCES IN D3D12 -- 17.4 BINDLESS RESOURCES WITH DXR -- 17.5 PRACTICAL IMPLICATIONS OF USING BINDLESS TECHNIQUES -- 17.5.1 MINIMUM HARDWARE REQUIREMENTS -- 17.5.2 VALIDATION AND DEBUGGING TOOLS -- 17.5.3 CRASHES AND UNDEFINED BEHAVIOR -- 17.6 UPCOMING D3D12 FEATURES -- 17.7 CONCLUSION -- REFERENCES -- CHAPTER 18 WEBRAYS: RAY TRACING ON THE WEB -- ABSTRACT -- 18.1 INTRODUCTION -- 18.2 FRAMEWORK ARCHITECTURE -- 18.2.1 DESIGN GOALS -- 18.2.2 HOST-SIDE API -- 18.2.3 DEVICE-SIDE API -- 18.2.4 ENGINE CORE -- 18.2.5 ACCELERATION DATA STRUCTURES -- 18.3 PROGRAMMING WITH WEBRAYS -- 18.3.1 SETUP -- 18.3.2 POPULATING THE ACCELERATION DATA STRUCTURES -- 18.3.3 RAY AND INTERSECTION BUFFERS -- 18.3.4 RAY GENERATION -- 18.3.5 HOST-SIDE INTERSECTIONS -- 18.3.6 DEVICE-SIDE INTERSECTIONS -- 18.4 USE CASES -- 18.4.1 AMBIENT OCCLUSION -- 18.4.2 PATH TRACING -- 18.4.3 HYBRID RENDERING -- AMBIENT OCCLUSION -- SHADOWS -- REFLECTION AND REFRACTION -- 18.4.4 RAY TRACING PROTOTYPING PLATFORM -- 18.5 CONCLUSIONS AND FUTURE WORK -- ACKNOWLEDGMENTS -- REFERENCES -- CHAPTER 19 VISUALIZING AND COMMUNICATING ERRORS IN RENDERED IMAGES -- ABSTRACT -- 19.1 INTRODUCTION -- 19.2 FLIP -- 19.2.1 LDR- FLIP -- 19.2.2 HDR- FLIP -- 19.3 THE TOOL -- 19.4 EXAMPLE USAGE AND OUTPUT -- 19.5 RENDERING ALGORITHM DEVELOPMENT AND EVALUATION -- 19.6 APPENDIX: MEAN VERSUS WEIGHTED MEDIAN -- ACKNOWLEDGMENTS.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">REFERENCES -- PART III SAMPLING -- CHAPTER 20 MULTIPLE IMPORTANCE SAMPLING 101 -- ABSTRACT -- 20.1 DIRECT LIGHT ESTIMATION -- 20.1.1 COSINE HEMISPHERE SAMPLING -- 20.1.2 MATERIAL SAMPLING -- 20.1.3 LIGHT SAMPLING -- 20.1.4 CHOOSING A TECHNIQUE -- 20.1.5 MULTIPLE IMPORTANCE SAMPLING -- 20.2 A PATH TRACER WITH MIS -- 20.3 CLOSING WORDS AND FURTHER READING -- ACKNOWLEDGMENTS -- REFERENCES -- CHAPTER 21 THE ALIAS METHOD FOR SAMPLING DISCRETE DISTRIBUTIONS -- ABSTRACT -- 21.1 INTRODUCTION -- 21.2 BASIC INTUITION -- 21.3 THE ALIAS METHOD -- 21.4 ALIAS TABLE CONSTRUCTION -- 21.5 ADDITIONAL READING AND RESOURCES -- REFERENCES -- CHAPTER 22 WEIGHTED RESERVOIR SAMPLING: RANDOMLY SAMPLING STREAMS -- ABSTRACT -- 22.1 INTRODUCTION -- 22.2 USAGE IN COMPUTER GRAPHICS -- 22.3 PROBLEM DESCRIPTION -- 22.4 RESERVOIR SAMPLING WITH OR WITHOUT REPLACEMENT -- 22.5 SIMPLE ALGORITHM FOR SAMPLING WITH REPLACEMENT -- 22.6 WEIGHTED RESERVOIR SAMPLING FOR K &amp;gt -- 1 -- 22.7 AN INTERESTING PROPERTY -- 22.8 ADDITIONAL READING -- REFERENCES -- CHAPTER 23 RENDERING MANY LIGHTS WITH GRID-BASED RESERVOIRS -- ABSTRACT -- 23.1 INTRODUCTION -- 23.2 PROBLEM STATEMENT -- 23.2.1 RESAMPLED IMPORTANCE SAMPLING -- 23.2.2 RESERVOIR -- 23.3 GRID-BASED RESERVOIRS -- 23.3.1 SELECTING LIGHT SAMPLES FOR THE GRID -- 23.3.2 SAMPLING THE LIGHT FOR SHADING -- 23.4 IMPLEMENTATION -- 23.4.1 CONSTRUCTION OF THE GRID -- POSITIONING THE GRID -- BUILDING CELL RESERVOIRS -- TEMPORAL EUSE -- DYNAMIC LIGHTS -- 23.4.2 SAMPLING FROM THE GRID -- 23.5 RESULTS -- 23.6 CONCLUSIONS -- REFERENCES -- CHAPTER 24 USING BLUE NOISE FOR RAY TRACED SOFT SHADOWS -- ABSTRACT -- 24.1 INTRODUCTION -- 24.2 OVERVIEW -- 24.3 BLUE NOISE SAMPLES -- 24.4 BLUE NOISE MASKS -- 24.5 VOID AND CLUSTER ALGORITHM -- 24.5.1 INITIAL BINARY PATTERN -- 24.5.2 PHASE I: MAKE PATTERN PROGRESSIVE -- 24.5.3 PHASE II: FIRST HALF OF PIXELS.</subfield></datafield><datafield tag="505" ind1="8" ind2=" "><subfield code="a">24.5.4 PHASE III: SECOND HALF OF PIXELS.</subfield></datafield><datafield tag="588" ind1=" " ind2=" "><subfield code="a">Description based on publisher supplied metadata and other sources.</subfield></datafield><datafield tag="590" ind1=" " ind2=" "><subfield code="a">Electronic reproduction. Ann Arbor, Michigan : ProQuest Ebook Central, 2024. Available via World Wide Web. Access may be limited to ProQuest Ebook Central affiliated libraries. </subfield></datafield><datafield tag="655" ind1=" " ind2="4"><subfield code="a">Electronic books.</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Shirley, Peter.</subfield></datafield><datafield tag="700" ind1="1" ind2=" "><subfield code="a">Wald, Ingo.</subfield></datafield><datafield tag="776" ind1="0" ind2="8"><subfield code="i">Print version:</subfield><subfield code="a">Marrs, Adam</subfield><subfield code="t">Ray Tracing Gems II</subfield><subfield code="d">Berkeley, CA : Apress L. 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