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ray-tracing-gems-cn

光线跟踪精粹(暂定名)

[vinjn]Table of Contents

[ ]Preface

[ ]Foreword by Turner Whitted and Martin Stich

[ ]Contributors

[ ]Notation

PART 1: RAY TRACING BASICS, editor: Chris Wyman

[ ]1. Ray Tracing Terminology, by Eric Haines and Peter Shirley

[ ]2. What is a Ray? by Peter Shirley, Ingo Wald, Tomas Akenine-Möller, and Eric Haines

[ ]3. Introduction to DirectX Raytracing, by Chris Wyman and Adam Marrs

[ ]4. A Planetarium Dome Master Camera, by John E. Stone

[ ]5. Computing Minima and Maxima of Subarrays, by Ingo Wald

PART 2: INTERSECTIONS AND EFFICIENCY, editor: Ingo Wald

[ ]6. A Fast and Robust Method for Avoiding Self-Intersection, by Carsten Wächter and Nikolaus Binder

[ ]7. Precision Improvements for Ray/Sphere Intersection, by Eric Haines, Johannes Günther, and Tomas Akenine-Möller

[ ]8. Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections, by Alexander Reshetov

[ ]9. Multi-Hit Ray Tracing in DXR, by Christiaan Gribble

[ ]10. A Simple Load-Balancing Scheme with High Scaling Efficiency, by Dietger van Antwerpen, Daniel Seibert, and Alexander Keller

PART 3: REFLECTIONS, REFRACTIONS, AND SHADOWS, editor: Peter Shirley

[ ]11. Automatic Handling of Materials in Nested Volumes, by Carsten Wächter and Matthias Raab

[ ]12. A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem, by Alejandro Conty Estevez, Pascal Lecocq, and Clifford Stein

[ ]13. Ray Traced Shadows: Maintaining Real-Time Frame Rates, by Jakub Boksansky, Michael Wimmer, and Jiri Bittner

[ ]14. Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR, by Holger Gruen

PART 4: SAMPLING, editor: Alexander Keller

[ ]15. On the Importance of Sampling, by Matt Pharr

[ ]16. Sample Transformations Zoo, by Peter Shirley, Samuli Laine, David Hart, Matt Pharr, Petrik Clarberg, Eric Haines, Matthias Raab, and David Cline

[ ]17. Ignoring the Inconvenient When Tracing Rays, by Matt Pharr

[ ]18. Importance Sampling of Many Lights on the GPU, by Pierre Moreau and Petrik Clarberg

PART 5: DENOISING AND FILTERING, editor: Jacob Munkberg

[ ]19. Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising, by Edward Liu, Ignacio Llamas, Juan Cañada, and Patrick Kelly

[ ]20. Texture Level of Detail Strategies for Real-Time Ray Tracing, by Tomas Akenine-Möller, Jim Nilsson, Magnus Andersson, Colin Barré-Brisebois, Robert Toth, and Tero Karras

[ ]21. Simple Environment Map Filtering Using Ray Cones and Ray Differentials, by Tomas Akenine-Möller and Jim Nilsson

[ ]22. Improving Temporal Antialiasing with Adaptive Ray Tracing, by Adam Marrs, Josef Spjut, Holger Gruen, Rahul Sathe, and Morgan McGuire

PART 6: HYBRID APPROACHES AND SYSTEMS, editor: Morgan McGuire

[ ]23. Interactive Light Map and Irradiance Volume Preview in Frostbite, by Diede Apers, Petter Edblom, Charles de Rousiers, and Sébastien Hillaire

[ ]24. Real-Time Global Illumination with Photon Mapping, by Niklas Smal and Maksim Aizenshtein

[ ]25. Hybrid Rendering for Real-Time Ray Tracing, by Colin Barré-Brisebois, Henrik Halén, Graham Wihlidal, Andrew Lauritzen, Jasper Bekkers, Tomasz Stachowiak, and Johan Andersson

[ ]26. Deferred Hybrid Path Tracing, by Thomas Schander, Clemens Musterle, and Stephan Bergmann

[ ]27. Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization, by John E. Stone

PART 7: GLOBAL ILLUMINATION, editor: Matt Pharr

[ ]28. Ray Tracing Inhomogeneous Volumes, by Matthias Raab

[ ]29. Efficient Particle Volume Splatting in a Ray Tracer, by Aaron Knoll, R. Keith Morley, Ingo Wald, Nick Leaf, and Peter Messmer

[ ]30. Caustics Using Screen Space Photon Mapping, by Hyuk Kim

[ ]31. Variance Reduction via Footprint Estimation in the Presence of Path Reuse, by Johannes Jendersie

[ ]32. Accurate Real-Time Specular Reflections with Radiance Caching, by Antti Hirvonen, Atte Seppälä, Maksim Aizenshtein, and Niklas Smal