Ray tracing gems (Record no. 13817)

MARC details
000 -LEADER
fixed length control field 03923nam a22007697a 4500
003 - CONTROL NUMBER IDENTIFIER
control field OSt
005 - DATE AND TIME OF LATEST TRANSACTION
control field 20231110085504.0
006 - FIXED-LENGTH DATA ELEMENTS--ADDITIONAL MATERIAL CHARACTERISTICS
fixed length control field m|||||o||d| 00| 0
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION
fixed length control field cr || auc||a|a
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION
fixed length control field 210324s2019 nyua||||sb||| 000 0 eng d
020 ## - INTERNATIONAL STANDARD BOOK NUMBER
International Standard Book Number 9781484244272
Qualifying information electronic
040 ## - CATALOGING SOURCE
Transcribing agency QCPL
245 00 - TITLE STATEMENT
Title Ray tracing gems
Remainder of title : high-quality and real-time rendering with DXR and other APIs
Statement of responsibility, etc. / edited by Eric Haines and Tomas Akenine-Möller
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE
Place of production, publication, distribution, manufacture New York :
Name of producer, publisher, distributor, manufacturer Apress Open,
Date of production, publication, distribution, manufacture, or copyright notice [2019]
300 ## - PHYSICAL DESCRIPTION
Extent 1 online resource (607 pages) :
Other physical details color illustrations
336 ## - CONTENT TYPE
Source rdacontent
Content type term text
-- still image
337 ## - MEDIA TYPE
Source rdamedia
Media type term computer
338 ## - CARRIER TYPE
Source rdacarrier
Carrier type term online resource
504 ## - BIBLIOGRAPHY, ETC. NOTE
Bibliography, etc Includes bibliographical references.
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Part 1. Ray tracing basics
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 1. Ray tracing terminology
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 2. What is a ray?
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 3. Introduction to DirectX Raytracing
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 4. A planetarium dome master camera
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 5. Computing minima and maxima of subarrays
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Part 2. Intersections and efficiency
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 6. A fast and robust method for avoiding self-intersection
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 7. Precision improvements for ray/sphere intersection
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 8. Cool patches : a geometric approach to ray/bilinear patch intersections
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 9. Multi-hit ray tracing in DXR
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 10. A simple load-balancing scheme with high scaling efficiency
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Part 3. Reflections, refractions, and shadows
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 11. Automatic handling of materials in nested volumes
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 12. A microfacet-based shadowing function to solve the bump terminator problem
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 13. Ray traced shadows : maintaining real-time frame rates
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 14. Ray-guided volumetric water caustics in single scattering media with DXR
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Part 4. Sampling
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 15. On the importance of sampling
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 16. Sample transformations zoo
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 17. Ignoring the inconvenient when tracing rays
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 18. Importance sampling of many lights on the GPU
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Part 5. Denoising and filtering
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 19. Cinematic rendering in UE4 with real-time ray tracing and denoising
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 20. Texture level of detail strategies for real-time ray tracing
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 21. Simple environment map filtering using ray cones and ray differentials
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 22. Improving temporal antialiasing with adaptive ray tracing
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Part 6. Hybrid approaches and systems
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 23. Interactive light map and irradiance volume preview in frostbite
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 24. Real-time global illumination with photon mapping
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 25. Hybrid rendering for real-time ray tracing
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 26. Deferred hybrid path tracing
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 27. Interactive ray tracing techniques for high-fidelity scientific visualization
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Part 7. Global illumination
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 28. Ray tracing inhomogeneous volumes
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 29. Efficient particle volume splatting in a ray tracer
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 30. Caustics using screen space photon mapping
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 31. Variance reduction via footprint estimation in the presence of path reuse
505 0# - FORMATTED CONTENTS NOTE
Formatted contents note Chapter 32. Accurate real-time specular reflections with radiance caching
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer graphics
650 ## - SUBJECT ADDED ENTRY--TOPICAL TERM
Topical term or geographic name as entry element Computer games
General subdivision Programming
655 ## - INDEX TERM--GENRE/FORM
Genre/form data or focus term Electronic Books
690 ## - LOCAL SUBJECT ADDED ENTRY--TOPICAL TERM (OCLC, RLIN)
Topical term or geographic name as entry element Computers & technology
700 1# - ADDED ENTRY--PERSONAL NAME
9 (RLIN) 1220
Personal name Haines, Eric
Relator term editor
700 1# - ADDED ENTRY--PERSONAL NAME
9 (RLIN) 1221
Personal name Akenine-Möller, Tomas
Relator term editor
856 ## - ELECTRONIC LOCATION AND ACCESS
Host name link.springer.com
Uniform Resource Identifier https://link.springer.com/content/pdf/10.1007%2F978-1-4842-4427-2.pdf
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Source of classification or shelving scheme Dewey Decimal Classification
Koha item type eBook (Free & Open Access)
Holdings
Library use only Collection code Permanent Location Current Location Date acquired Source of acquisition Koha item type
  Circulation Accessible online Accessible online 03/24/2021 Open access eBook (Free & Open Access)