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

  • 9h 30m
  • Eric Haines, Tomas Akenine-Möller (eds)
  • Apress
  • 2019

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 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

Who this book is for:

  • 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

About the Authors

Tomas Akenine-Möller is a Distinguished Research Scientist at NVIDIA, Sweden, since 2016, and currently on leave from his position as professor in computer graphics at Lund University. Tomas couathored Real-Time Rendering and Immersive Linear Algebra, and has written 100+ research papers. Previously, he worked at Ericsson Research and Intel.

Eric Haines currently works at NVIDIA on interactive ray tracing. He co-authored the books Real-Time Rendering, 4th Edition and An Introduction to Ray Tracing, edited The Ray Tracing News, and cofounded the Journal of Graphics Tools and the Journal of Computer Graphics Techniques. He is also the creator and lecturer for the Udacity MOOC Interactive 3D Graphics.

In this Book

  • Ray Tracing Terminology
  • What is a Ray?
  • Introduction to DirectX Raytracing
  • A Planetarium Dome Master Camera
  • Computing Minima and Maxima of Subarrays
  • A Fast and Robust Method for Avoiding Self-Intersection
  • Precision Improvements for Ray/Sphere Intersection
  • Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections
  • Multi-Hit Ray Tracing in DXR
  • A Simple Load-Balancing Scheme with High Scaling Efficiency
  • Automatic Handling of Materials in Nested Volumes
  • A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem
  • Ray Traced Shadows: Maintaining Real-Time Frame Rates
  • Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR
  • On the Importance of Sampling
  • Sampling Transformations Zoo
  • Ignoring the Inconvenient When Tracing Rays
  • Importance Sampling of Many Lights on the GPU
  • Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising
  • Texture Level of Detail Strategies for Real-Time Ray Tracing
  • Simple Environment Map Filtering Using Ray Cones and Ray Differentials
  • Improving Temporal Antialiasing with Adaptive Ray Tracing
  • Interactive Light Map and Irradiance Volume Preview in Frostbite
  • Real-Time Global Illumination with Photon Mapping
  • Hybrid Rendering for Real-Time Ray Tracing
  • Deferred Hybrid Path Tracing
  • Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization
  • Ray Tracing Inhomogeneous Volumes
  • Efficient Particle Volume Splatting in a Ray Tracer
  • Caustics Using Screen-Space Photon Mapping
  • Variance Reduction via Footprint Estimation in the Presence of Path Reuse
  • Accurate Real-Time Specular Reflections with Radiance Caching
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