Book Description
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.
This open book is licensed under a Creative Commons License (CC BY-NC-ND). You can download Ray Tracing Gems ebook for free in PDF format (33.3 MB).
Table of Contents
Preface
Foreword
Contributors
Notation
PART I
Ray Tracing Basics
Chapter 1
Ray Tracing Terminology
Chapter 2
What is a Ray?
Chapter 3
Introduction to DirectX Raytracing
Chapter 4
A Planetarium Dome Master Camera
Chapter 5
Computing Minima and Maxima of Subarrays
PART II
Intersections and Efficiency
Chapter 6
A Fast and Robust Method for Avoiding Self-Intersection
Chapter 7
Precision Improvements for Ray/Sphere Intersection
Chapter 8
Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections
Chapter 9
Multi-Hit Ray Tracing in DXR
Chapter 10
A Simple Load-Balancing Scheme with High Scaling Efficiency
PART III
Reflections, Refractions, and Shadows
Chapter 11
Automatic Handling of Materials in Nested Volumes
Chapter 12
A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem
Chapter 13
Ray Traced Shadows: Maintaining Real-Time Frame Rates
Chapter 14
Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR
PART IV
Sampling
Chapter 15
On the Importance of Sampling
Chapter 16
Sampling Transformations Zoo
Chapter 17
Ignoring the Inconvenient When Tracing Rays
Chapter 18
Importance Sampling of Many Lights on the GPU
PART V
Denoising and Filtering
Chapter 19
Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising
Chapter 20
Texture Level of Detail Strategies for Real-Time Ray Tracing
Chapter 21
Simple Environment Map Filtering Using Ray Cones and Ray Differentials
Chapter 22
Improving Temporal Antialiasing with Adaptive Ray Tracing
PART VI
Hybrid Approaches and Systems
Chapter 23
Interactive Light Map and Irradiance Volume Preview in Frostbite
Chapter 24
Real-Time Global Illumination with Photon Mapping
Chapter 25
Hybrid Rendering for Real-Time Ray Tracing
Chapter 26
Deferred Hybrid Path Tracing
Chapter 27
Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization
PART VII
Global Illumination
Chapter 28
Ray Tracing Inhomogeneous Volumes
Chapter 29
Efficient Particle Volume Splatting in a Ray Tracer
Chapter 30
Caustics Using Screen-Space Photon Mapping
Chapter 31
Variance Reduction via Footprint Estimation in the Presence of Path Reuse
Chapter 32
Accurate Real-Time Specular Reflections with Radiance Caching