Ray tracing gems : high-quality and real-time rendering with DXR and other APIs

Ray tracing gems : high-quality and real-time rendering with DXR and other APIs / edited by Eric Haines and Tomas Akenine-Möller - 1 online resource (607 pages) : color illustrations

Includes bibliographical references.

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

9781484244272


Computer graphics
Computer games--Programming


Electronic Books