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· 분류 : 외국도서 > 컴퓨터 > 컴퓨터 그래픽
· ISBN : 9781484244265
· 쪽수 : 607쪽
· 출판일 : 2019-02-26
목차
Part 1: Ray Tracing Basics 1. Ray Tracing Terminology 2. What is a Ray? 3. Introduction to DirectX Raytracing 4. A Planetarium Dome Master Camera 5. Computing Minima and Maxima of Subarrays Part 2: Intersections and Efficiency 6. A Fast and Robust Method for Avoiding Self-Intersection 7. Precision Improvements for Ray/Sphere Intersection 8. Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections 9. Multi-Hit Ray Tracing in DXR 10. A Simple Load-Balancing Scheme with High Scaling Efficiency Part 3: Reflections, Refractions, and Shadows 11. Automatic Handling of Materials in Nested Volumes 12. A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem 13. Ray Traced Shadows: Maintaining Real-Time Frame Rates 14. Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR Part 4: Sampling 15. On the Importance of Sampling 16. Sample Transformations Zoo 17. Ignoring the Inconvenient When Tracing Rays 18. Importance Sampling of Many Lights on the GPU Part 5: Denoising and Filtering 19. Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising 20. Texture Level of Detail Strategies for Real-Time Ray Tracing 21. Simple Environment Map Filtering Using Ray Cones and Ray Differentials 22. Improving Temporal Antialiasing with Adaptive Ray Tracing Part 6: Hybrid Approaches and Systems 23. Interactive Light Map and Irradiance Volume Preview in Frostbite 24. Real-Time Global Illumination with Photon Mapping 25. Hybrid Rendering for Real-Time Ray Tracing 26. Deferred Hybrid Path Tracing 27. Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization Part 7: Global Illumination 28. Ray Tracing Inhomogeneous Volumes 29. Efficient Particle Volume Splatting in a Ray Tracer 30. Caustics Using Screen Space Photon Mapping 31. Variance Reduction via Footprint Estimation in the Presence of Path Reuse 32. Accurate Real-Time Specular Reflections with Radiance Caching