Ray Tracing Gems

Book image

Livro digital

Título:
Ray Tracing Gems

Autor:
Eric Haines, Tomas Akenine-Moller

Categoria:
Tecnologia > Frontend

Doador:
Raffaello D. N.

Sinopse:
Hardware ray tracing arrived, and with it a set of problems nobody had to solve at production speed before — starting with how you stop a ray from immediately hitting the surface it just left. This collection works through them in order, and its structure tells you what kind of book it is: three chapters of foundations covering terminology, what a ray actually is, and getting started with DirectX Raytracing, and then, at chapter four, an abrupt detour into building a planetarium dome master camera. Fundamentals and oddly specific production problems, sitting side by side. The second part is where precision gets serious: a fast and robust method for avoiding self-intersection, floating-point improvements for ray/sphere intersection, a geometric approach to ray/bilinear patch intersections, and multi-hit ray tracing in DXR. From there the parts move through reflections, refractions and shadows, sampling — including a sampling transformations zoo and importance sampling of many lights on the GPU — denoising and filtering, hybrid approaches, and global illumination. Along the way there are chapters solving problems most readers have never heard named, such as a microfacet-based shadowing function for the bump terminator problem, and case studies from shipped engines: cinematic rendering in Unreal Engine 4, interactive light map and irradiance volume preview in Frostbite. The value is in the roster. Edited by Eric Haines and Tomas Akenine-Möller, with section editors including Matt Pharr, Peter Shirley, Morgan McGuire and Ingo Wald, the chapters come from people shipping this work rather than surveying it. Source code accompanies the book on GitHub. Released by NVIDIA under Creative Commons Attribution-NonCommercial-NoDerivatives 4.0, this is the errata-corrected version 1.9.

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