000 | 03923nam a22007697a 4500 | ||
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999 |
_c13817 _d13816 |
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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] |
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300 |
_a1 online resource (607 pages) : _bcolor illustrations |
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336 |
_2rdacontent _atext _astill image |
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337 |
_2rdamedia _acomputer |
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338 |
_2rdacarrier _aonline resource |
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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 |
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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 |