TY - BOOK AU - Haines,Eric AU - Akenine-Möller,Tomas TI - Ray tracing gems: : high-quality and real-time rendering with DXR and other APIs SN - 9781484244272 PY - 2019///] CY - New York PB - Apress Open KW - Computer graphics KW - Computer games KW - Programming KW - Electronic Books N1 - 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 UR - https://link.springer.com/content/pdf/10.1007%2F978-1-4842-4427-2.pdf ER -