光线跟踪精粹(暂定名)
[vinjn]Table of Contents
[ ]Preface
[ ]Foreword by Turner Whitted and Martin Stich
[ ]Contributors
[ ]Notation
[ ]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
[ ]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
[ ]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
[ ]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
[ ]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
[ ]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
[ ]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