| 000 | 05580nam a22005055i 4500 | ||
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| 001 | 978-1-4842-4427-2 | ||
| 003 | DE-He213 | ||
| 005 | 20200127152618.0 | ||
| 007 | cr nn 008mamaa | ||
| 008 | 190225s2019 xxu| s |||| 0|eng d | ||
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_a9781484244272 _9978-1-4842-4427-2 |
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| 024 | 7 |
_a10.1007/978-1-4842-4427-2 _2doi |
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| 050 | 4 | _aT385 | |
| 072 | 7 |
_aUML _2bicssc |
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| 072 | 7 |
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| 082 | 0 | 4 |
_a006.6 _223 |
| 245 | 1 | 0 |
_aRay Tracing Gems _h[electronic resource] : _bHigh-Quality and Real-Time Rendering with DXR and Other APIs / _cedited by Eric Haines, Tomas Akenine-Möller. |
| 250 | _a1st ed. 2019. | ||
| 264 | 1 |
_aBerkeley, CA : _bApress : _bImprint: Apress, _c2019. |
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| 300 |
_aXLIV, 607 p. 362 illus., 322 illus. in color. _bonline resource. |
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| 336 |
_atext _btxt _2rdacontent |
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_acomputer _bc _2rdamedia |
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| 338 |
_aonline resource _bcr _2rdacarrier |
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_atext file _bPDF _2rda |
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| 505 | 0 | _aPart 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 -- . | |
| 506 | 0 | _aOpen Access | |
| 520 | _aThis 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. | ||
| 650 | 0 | _aComputer graphics. | |
| 650 | 0 | _aComputer games—Programming. | |
| 650 | 0 | _aOptical data processing. | |
| 650 | 1 | 4 |
_aComputer Graphics. _0http://scigraph.springernature.com/things/product-market-codes/I22013 |
| 650 | 2 | 4 |
_aGame Development. _0http://scigraph.springernature.com/things/product-market-codes/I29040 |
| 650 | 2 | 4 |
_aImage Processing and Computer Vision. _0http://scigraph.springernature.com/things/product-market-codes/I22021 |
| 700 | 1 |
_aHaines, Eric. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
|
| 700 | 1 |
_aAkenine-Möller, Tomas. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
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| 710 | 2 | _aSpringerLink (Online service) | |
| 773 | 0 | _tSpringer eBooks | |
| 776 | 0 | 8 |
_iPrinted edition: _z9781484244265 |
| 776 | 0 | 8 |
_iPrinted edition: _z9781484244289 |
| 856 | 4 | 0 | _uhttps://doi.org/10.1007/978-1-4842-4427-2 |
| 912 | _aZDB-2-CWD | ||
| 912 | _aZDB-2-SOB | ||
| 999 |
_c524340 _d524338 |
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