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Título de Acceso Abierto

Ray Tracing Gems

Eric Haines ; Tomas Akenine-Möller (eds.)

Resumen/Descripción – provisto por la editorial

No disponible.

Palabras clave – provistas por la editorial

Computer Graphics; Game Development; Image Processing and Computer Vision

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Institución detectada Año de publicación Navegá Descargá Solicitá
No requiere 2019 SpringerLink acceso abierto

Información

Tipo de recurso:

libros

ISBN impreso

978-1-4842-4426-5

ISBN electrónico

978-1-4842-4427-2

Editor responsable

Springer Nature

País de edición

Reino Unido

Fecha de publicación

Información sobre derechos de publicación

© NVIDIA 2019

Tabla de contenidos

Ray Tracing Terminology

Eric Haines; Peter Shirley

This chapter provides background information and definitions for terms used throughout this book.

Part I - Ray Tracing Basics | Pp. 7-14

What is a Ray?

Peter Shirley; Ingo Wald; Tomas Akenine-Möller; Eric Haines

We define a ray, show how to use ray intervals, and demonstrate how to specify a ray using DirectX Raytracing (DXR).

Part I - Ray Tracing Basics | Pp. 15-19

Introduction to DirectX Raytracing

Chris Wyman; Adam Marrs

Modern graphics APIs such as DirectX 12 expose low-level hardware access and control to developers, often resulting in complex and verbose code that can be intimidating for novices. In this chapter, we hope to demystify the steps to set up and use DirectX for ray tracing.

Part I - Ray Tracing Basics | Pp. 21-47

A Planetarium Dome Master Camera

John E. Stone

This chapter presents a camera implementation for high-quality interactive ray tracing of planetarium dome master images using an azimuthal equidistant projection. Ray tracing is aptly suited for implementing a wide variety of special panoramic and stereoscopic projections without sacrificing image quality. This camera implementation supports antialiasing, depth of field focal blur, and circular stereoscopic projections, all effects that are difficult to produce with high quality using conventional rasterization and image warping.

Part I - Ray Tracing Basics | Pp. 49-60

Computing Minima and Maxima of Subarrays

Ingo Wald

This chapter explores the following problem: given an array A of N numbers Ai, how can we efficiently query the minimal or maximal numbers in any sub-range of the array? For example, “what is the minimum of the 8th to the 23rd elements?”

Part I - Ray Tracing Basics | Pp. 61-70

A Fast and Robust Method for Avoiding Self-Intersection

Carsten Wächter; Nikolaus Binder

We present a solution to avoid self-intersections in ray tracing that is more robust than current common practices while introducing minimal overhead and requiring no parameter tweaking.

Part II - Intersections and Efficiency | Pp. 77-85

Precision Improvements for Ray/Sphere Intersection

Eric Haines; Johannes Günther; Tomas Akenine-Möller

The traditional quadratic formula is often presented as the way to compute the intersection of a ray with a sphere. While mathematically correct, this factorization can be numerically unstable when using floating-point arithmetic. We give two little-known reformulations and show how each can improve precision.

Part II - Intersections and Efficiency | Pp. 87-94

Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections

Alexander Reshetov

We find intersections between a ray and a nonplanar bilinear patch using simple geometrical constructs. The new algorithm improves the state of the art performance by over 6× and is faster than approximating a patch with two triangles.

Part II - Intersections and Efficiency | Pp. 95-109

Multi-Hit Ray Tracing in DXR

Christiaan Gribble

Multi-hit ray traversal is a class of ray traversal algorithm that finds one or more, and possibly all, primitives intersected by a ray, ordered by point of intersection. Multi-hit traversal generalizes traditional first-hit ray traversal and is useful in computer graphics and physics-based simulation. We present several possible multi-hit implementations using Microsoft DirectX Raytracing and explore the performance of these implementations in an example GPU ray tracer.

Part II - Intersections and Efficiency | Pp. 111-125

A Simple Load-Balancing Scheme with High Scaling Efficiency

Dietger van Antwerpen; Daniel Seibert; Alexander Keller

This chapter describes an image partitioning scheme that can be used to distribute the work of computing pixel values across multiple processing units. The resulting workload distribution scheme is simple to implement, yet effective.

Part II - Intersections and Efficiency | Pp. 127-133