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Träfflista för sökning "L773:9781484244265 OR L773:9781484244272 "

Sökning: L773:9781484244265 OR L773:9781484244272

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1.
  • Akenine-Möller, Tomas, et al. (författare)
  • Simple Environment Map Filtering Using Ray Cones and Ray Differentials
  • 2019
  • Ingår i: Ray Tracing Gems : High-Quality and Real-Time Rendering with DXR and Other APIs - High-Quality and Real-Time Rendering with DXR and Other APIs. - Berkeley, CA : Apress. - 9781484244265 - 9781484244272 ; , s. 347-351
  • Bokkapitel (refereegranskat)abstract
    • We describe simple methods for how to filter environment maps using ray cones and ray differentials in a ray tracing engine.
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2.
  • Akenine-Möller, Tomas, et al. (författare)
  • Texture Level of Detail Strategies for Real-Time Ray Tracing
  • 2019
  • Ingår i: Ray Tracing Gems : High-Quality and Real-Time Rendering with DXR and Other APIs - High-Quality and Real-Time Rendering with DXR and Other APIs. - Berkeley, CA : Apress. - 9781484244265 - 9781484244272 ; , s. 321-345
  • Bokkapitel (refereegranskat)abstract
    • Unlike rasterization, where one can rely on pixel quad partial derivatives, an alternative approach must be taken for filtered texturing during ray tracing. We describe two methods for computing texture level of detail for ray tracing. The first approach uses ray differentials, which is a general solution that gives high-quality results. It is rather expensive in terms of computations and ray storage, however. The second method builds on ray cone tracing and uses a single trilinear lookup, a small amount of ray storage, and fewer computations than ray differentials. We explain how ray differentials can be implemented within DirectX Raytracing (DXR) and how to combine them with a G-buffer pass for primary visibility. We present a new method to compute barycentric differentials. In addition, we give previously unpublished details about ray cones and provide a thorough comparison with bilinearly filtered mip level 0, which we consider as a base method.
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3.
  • Haines, Eric, et al. (författare)
  • Precision Improvements for Ray/Sphere Intersection
  • 2019
  • Ingår i: Ray Tracing Gems : High-Quality and Real-Time Rendering with DXR and Other APIs - High-Quality and Real-Time Rendering with DXR and Other APIs. - Berkeley, CA : Apress. - 9781484244272 - 9781484244265 ; , s. 87-94
  • Bokkapitel (refereegranskat)abstract
    • 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.
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4.
  • Moreau, Pierre, et al. (författare)
  • Importance Sampling of Many Lights on the GPU
  • 2019
  • Ingår i: Ray Tracing Gems. - Berkeley, CA : Apress. - 9781484244265 - 9781484244272 ; , s. 255-255
  • Bokkapitel (refereegranskat)abstract
    • The introduction of standardized APIs for ray tracing, together with hardware acceleration, opens up possibilities for physically based lighting in real-time rendering. Light importance sampling is one of the fundamental operations in light transport simulations, applicable to both direct and indirect illumination. This chapter describes a bounding volume hierarchy data structure and associated sampling methods to accelerate importance sampling of local light sources. The work is based on recently published methods for light sampling in production rendering, but it is evaluated in a real-time implementation using Microsoft DirectX Raytracing.
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5.
  • Shirley, Peter, et al. (författare)
  • What is a Ray?
  • 2019
  • Ingår i: Ray Tracing Gems : High-Quality and Real-Time Rendering with DXR and Other APIs - High-Quality and Real-Time Rendering with DXR and Other APIs. - Berkeley, CA : Apress. - 9781484244272 - 9781484244265 ; , s. 15-19
  • Bokkapitel (refereegranskat)abstract
    • We define a ray, show how to use ray intervals, and demonstrate how to specify a ray using DirectX Raytracing (DXR).
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  • Resultat 1-5 av 5

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