图书简介
This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you’ll learn: The latest ray tracing techniques for developing real-time applications in multiple domainsGuidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR)How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for: Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracingStudents looking to learn about best practices in these areasEnthusiasts who want to understand and experiment with their new GPUs
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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