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020 _a9781484244272
_9978-1-4842-4427-2
024 7 _a10.1007/978-1-4842-4427-2
_2doi
050 4 _aT385
072 7 _aUML
_2bicssc
072 7 _aCOM012000
_2bisacsh
072 7 _aUML
_2thema
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.
300 _aXLIV, 607 p. 362 illus., 322 illus. in color.
_bonline resource.
336 _atext
_btxt
_2rdacontent
337 _acomputer
_bc
_2rdamedia
338 _aonline resource
_bcr
_2rdacarrier
347 _atext file
_bPDF
_2rda
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
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
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