Ray Tracing Gems -

Ray Tracing Gems (eBook)

High-Quality and Real-Time Rendering with DXR and Other APIs
eBook Download: PDF
2019 | 1st ed.
XLIV, 607 Seiten
Apress (Verlag)
978-1-4842-4427-2 (ISBN)
Systemvoraussetzungen
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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 domainsGuidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR)How to implement high-performance graphics for interactive visualizations, games, simulations, and moreWho 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 areasEnthusiasts who want to understand and experiment with their new GPUs

Tomas Akenine-Möller is a Distinguished Research Scientist at NVIDIA, Sweden, since 2016, and currently on leave from his position as professor in computer graphics at Lund University. Tomas couathored Real-Time Rendering and Immersive Linear Algebra, and has written 100+ research papers. Previously, he worked at Ericsson Research and Intel.Eric Haines currently works at NVIDIA on interactive ray tracing. He co-authored the books Real-Time Rendering, 4th Edition and An Introduction to Ray Tracing, edited The Ray Tracing News, and cofounded the Journal of Graphics Tools and the Journal of Computer Graphics Techniques. He is also the creator and lecturer for the Udacity MOOC Interactive 3D Graphics.

Part 1: Ray Tracing Basics1. Ray Tracing Terminology2. What is a Ray?3. Introduction to DirectX Raytracing4. A Planetarium Dome Master Camera5. Computing Minima and Maxima of SubarraysPart 2: Intersections and Efficiency6. A Fast and Robust Method for Avoiding Self-Intersection7. Precision Improvements for Ray/Sphere Intersection8. Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections9. Multi-Hit Ray Tracing in DXR10. A Simple Load-Balancing Scheme with High Scaling EfficiencyPart 3: Reflections, Refractions, and Shadows11. Automatic Handling of Materials in Nested Volumes12. A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem13. Ray Traced Shadows: Maintaining Real-Time Frame Rates14. Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXRPart 4: Sampling15. On the Importance of Sampling16. Sample Transformations Zoo17. Ignoring the Inconvenient When Tracing Rays            18. Importance Sampling of Many Lights on the GPUPart 5: Denoising and Filtering19. Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising20. Texture Level of Detail Strategies for Real-Time Ray Tracing21. Simple Environment Map Filtering Using Ray Cones and Ray Differentials22. Improving Temporal Antialiasing with Adaptive Ray TracingPart 6: Hybrid Approaches and Systems23. Interactive Light Map and Irradiance Volume Preview in Frostbite24. Real-Time Global Illumination with Photon Mapping25. Hybrid Rendering for Real-Time Ray Tracing26. Deferred Hybrid Path Tracing27. Interactive Ray Tracing Techniques for High-Fidelity Scientific VisualizationPart 7: Global Illumination28. Ray Tracing Inhomogeneous Volumes29. Efficient Particle Volume Splatting in a Ray Tracer30. Caustics Using Screen Space Photon Mapping31. Variance Reduction via Footprint Estimation in the Presence of Path Reuse32. Accurate Real-Time Specular Reflections with Radiance Caching

Erscheint lt. Verlag 25.2.2019
Verlagsort Berkeley
Sprache englisch
Themenwelt Informatik Grafik / Design Digitale Bildverarbeitung
Informatik Software Entwicklung Spieleprogrammierung
Informatik Theorie / Studium Künstliche Intelligenz / Robotik
Schlagworte Computer Graphics • DirectX • general purpose gpu • GPGPU • GPU • rasterization • Rendering • Virtual Reality • VR
ISBN-10 1-4842-4427-3 / 1484244273
ISBN-13 978-1-4842-4427-2 / 9781484244272
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