Ray Tracing Gems High-Quality and Real-Time Rendering with DXR and Other APIs /
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...
Saved in:
Corporate Author: | |
---|---|
Other Authors: | , |
Format: | Electronic eBook |
Language: | English |
Published: |
Berkeley, CA :
Apress : Imprint: Apress,
2019.
|
Edition: | 1st ed. 2019. |
Subjects: | |
Online Access: | Link to Metadata |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
MARC
LEADER | 00000nam a22000005i 4500 | ||
---|---|---|---|
001 | 978-1-4842-4427-2 | ||
003 | DE-He213 | ||
005 | 20230810161752.0 | ||
007 | cr nn 008mamaa | ||
008 | 190225s2019 xxu| s |||| 0|eng d | ||
020 | |a 9781484244272 |9 978-1-4842-4427-2 | ||
024 | 7 | |a 10.1007/978-1-4842-4427-2 |2 doi | |
050 | 4 | |a T385 | |
072 | 7 | |a UML |2 bicssc | |
072 | 7 | |a COM012000 |2 bisacsh | |
072 | 7 | |a UML |2 thema | |
082 | 0 | 4 | |a 006.6 |2 23 |
245 | 1 | 0 | |a Ray Tracing Gems |h [electronic resource] : |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 XLIV, 607 p. 362 illus., 322 illus. in color. |b online resource. | ||
336 | |a text |b txt |2 rdacontent | ||
337 | |a computer |b c |2 rdamedia | ||
338 | |a online resource |b cr |2 rdacarrier | ||
347 | |a text file |b PDF |2 rda | ||
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 -- . | |
506 | 0 | |a Open Access | |
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. | ||
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. |
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 | |
710 | 2 | |a SpringerLink (Online service) | |
773 | 0 | |t Springer Nature eBook | |
776 | 0 | 8 | |i Printed edition: |z 9781484244265 |
776 | 0 | 8 | |i Printed edition: |z 9781484244289 |
856 | 4 | 0 | |u https://doi.org/10.1007/978-1-4842-4427-2 |z Link to Metadata |
912 | |a ZDB-2-CWD | ||
912 | |a ZDB-2-SXPC | ||
912 | |a ZDB-2-SOB | ||
950 | |a Professional and Applied Computing (SpringerNature-12059) | ||
950 | |a Professional and Applied Computing (R0) (SpringerNature-43716) |