Ray Tracing Gems : : High-Quality and Real-Time Rendering with DXR and Other APIs / / edited by Eric Haines, Tomas Akenine-Möller.
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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Place / Publishing House: | Berkeley, CA : : Apress :, Imprint: Apress,, 2019. |
Year of Publication: | 2019 |
Edition: | 1st ed. 2019. |
Language: | English |
Physical Description: | 1 online resource (XLIV, 607 p. 362 illus., 322 illus. in color.) |
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245 | 1 | 0 | |a Ray Tracing Gems : |b High-Quality and Real-Time Rendering with DXR and Other APIs / |c edited by Eric Haines, Tomas Akenine-Möller. |
250 | |a 1st ed. 2019. | ||
264 | 1 | |a Berkeley, CA : |b Apress : |b Imprint: Apress, |c 2019. | |
300 | |a 1 online resource (XLIV, 607 p. 362 illus., 322 illus. in color.) | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
546 | |a English | ||
505 | 0 | |a 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 -- . | |
520 | |a 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 is this book 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. | ||
506 | 0 | |a Open Access | |
650 | 0 | |a Computer graphics. | |
650 | 0 | |a Computer games |x Programming. | |
650 | 0 | |a Computer vision. | |
650 | 1 | 4 | |a Computer Graphics. |
650 | 2 | 4 | |a Game Development. |
650 | 2 | 4 | |a Computer Vision. |
776 | |z 1-4842-4426-5 | ||
700 | 1 | |a Haines, Eric. |e editor. |4 edt |4 http://id.loc.gov/vocabulary/relators/edt | |
700 | 1 | |a Akenine-Möller, Tomas. |e editor. |4 edt |4 http://id.loc.gov/vocabulary/relators/edt | |
906 | |a BOOK | ||
ADM | |b 2024-07-18 05:29:56 Europe/Vienna |d 00 |f system |c marc21 |a 2019-03-09 22:00:21 Europe/Vienna |g false | ||
AVE | |i DOAB Directory of Open Access Books |P DOAB Directory of Open Access Books |x https://eu02.alma.exlibrisgroup.com/view/uresolver/43ACC_OEAW/openurl?u.ignore_date_coverage=true&portfolio_pid=5337429550004498&Force_direct=true |Z 5337429550004498 |b Available |8 5337429550004498 |