Ray Tracing Gems - High-Quality and Real-Time Rendering with DXR and Other APIs

Gebundene Ausgabe, Sprache: Englisch
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Produktdetails  
Verlag Springer, Berlin
Auflage 26.02.2019
Seiten 607
Format 18,4 x 3,4 x 26,1 cm
Gewicht 1644 g
Artikeltyp Englisches Buch
ISBN-10 1484244265
EAN 9781484244265
Bestell-Nr 48424426UA

Produktbeschreibung  

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 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 areas
  • Enthusiasts who want to understand and experiment with their new GPUs


Inhalt:

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.- 

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