000 03923nam a22007697a 4500
999 _c13817
_d13816
003 OSt
005 20231110085504.0
006 m|||||o||d| 00| 0
007 cr || auc||a|a
008 210324s2019 nyua||||sb||| 000 0 eng d
020 _a9781484244272
_qelectronic
040 _cQCPL
245 0 0 _aRay tracing gems
_b: high-quality and real-time rendering with DXR and other APIs
_c/ edited by Eric Haines and Tomas Akenine-Möller
264 1 _aNew York :
_bApress Open,
_c[2019]
300 _a1 online resource (607 pages) :
_bcolor illustrations
336 _2rdacontent
_atext
_astill image
337 _2rdamedia
_acomputer
338 _2rdacarrier
_aonline resource
504 _aIncludes bibliographical references.
505 0 _aPart 1. Ray tracing basics
505 0 _aChapter 1. Ray tracing terminology
505 0 _aChapter 2. What is a ray?
505 0 _aChapter 3. Introduction to DirectX Raytracing
505 0 _aChapter 4. A planetarium dome master camera
505 0 _aChapter 5. Computing minima and maxima of subarrays
505 0 _aPart 2. Intersections and efficiency
505 0 _aChapter 6. A fast and robust method for avoiding self-intersection
505 0 _aChapter 7. Precision improvements for ray/sphere intersection
505 0 _aChapter 8. Cool patches : a geometric approach to ray/bilinear patch intersections
505 0 _aChapter 9. Multi-hit ray tracing in DXR
505 0 _aChapter 10. A simple load-balancing scheme with high scaling efficiency
505 0 _aPart 3. Reflections, refractions, and shadows
505 0 _aChapter 11. Automatic handling of materials in nested volumes
505 0 _aChapter 12. A microfacet-based shadowing function to solve the bump terminator problem
505 0 _aChapter 13. Ray traced shadows : maintaining real-time frame rates
505 0 _aChapter 14. Ray-guided volumetric water caustics in single scattering media with DXR
505 0 _aPart 4. Sampling
505 0 _aChapter 15. On the importance of sampling
505 0 _aChapter 16. Sample transformations zoo
505 0 _aChapter 17. Ignoring the inconvenient when tracing rays
505 0 _aChapter 18. Importance sampling of many lights on the GPU
505 0 _aPart 5. Denoising and filtering
505 0 _aChapter 19. Cinematic rendering in UE4 with real-time ray tracing and denoising
505 0 _aChapter 20. Texture level of detail strategies for real-time ray tracing
505 0 _aChapter 21. Simple environment map filtering using ray cones and ray differentials
505 0 _aChapter 22. Improving temporal antialiasing with adaptive ray tracing
505 0 _aPart 6. Hybrid approaches and systems
505 0 _aChapter 23. Interactive light map and irradiance volume preview in frostbite
505 0 _aChapter 24. Real-time global illumination with photon mapping
505 0 _aChapter 25. Hybrid rendering for real-time ray tracing
505 0 _aChapter 26. Deferred hybrid path tracing
505 0 _aChapter 27. Interactive ray tracing techniques for high-fidelity scientific visualization
505 0 _aPart 7. Global illumination
505 0 _aChapter 28. Ray tracing inhomogeneous volumes
505 0 _aChapter 29. Efficient particle volume splatting in a ray tracer
505 0 _aChapter 30. Caustics using screen space photon mapping
505 0 _aChapter 31. Variance reduction via footprint estimation in the presence of path reuse
505 0 _aChapter 32. Accurate real-time specular reflections with radiance caching
650 _aComputer graphics
650 _aComputer games
_xProgramming
655 _aElectronic Books
700 1 _91220
_aHaines, Eric
_eeditor
700 1 _91221
_aAkenine-Möller, Tomas
_eeditor
856 _alink.springer.com
_uhttps://link.springer.com/content/pdf/10.1007%2F978-1-4842-4427-2.pdf
942 _2ddc
_cEBOOK
690 _aComputers & technology