Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs

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- eBook:Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs
- Author:Eric Haines, Tomas Akenine-Möller
- Edition:1 edition
- Categories:
- Data:February 26, 2019
- ISBN:1484244265
- ISBN-13:9781484244265
- Language:English
- Pages:651 pages
- Format:PDF
What you'll learn:
- The latest ray tracing techniques for developing real-time applications in multiple domains
- Guidance, 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
- Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing
- Students looking to learn about best practices in these areas
- Enthusiasts who want to understand and experiment with their new GPUs
Content
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 II: 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 III: 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 IV: Sampling
Chapter 15: On the Importance of Sampling
Chapter 16: Sampling Transformations Zoo
Chapter 17: Ignoring the Inconvenient When Tracing Rays
Chapter 18: Importance Sampling of Many Lights on the GPU
PART V: 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 VI: 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 VII: 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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