Ray tracing gems : high-quality and real-time rendering with DXR and other APIs / edited by Eric Haines and Tomas Akenine-Möller
Material type:
- text, still image
- computer
- online resource
- 9781484244272
Item type | Current library | Collection | Status | Barcode | |
---|---|---|---|---|---|
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Accessible online | Circulation | Available | EB-00171 |
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
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