光线追踪精粹(暂定名)
https://github.com/vinjn/ray-tracing-gems-cn/projects
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vinjn
Table of Contents -
renyuhuiharrison
/papalqi
Preface -
papalqi
Foreword by Turner Whitted and Martin Stich -
renyuhuiharrison
Contributors -
papalqi
Notation
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RainVector
/papalqi
1. Ray Tracing Terminology, by Eric Haines and Peter Shirley -
YanFeiGao
/papalqi
2. What is a Ray? by Peter Shirley, Ingo Wald, Tomas Akenine-Möller, and Eric Haines -
jingjingshenye
3. Introduction to DirectX Raytracing, by Chris Wyman and Adam Marrs -
Nicholas10128
4. A Planetarium Dome Master Camera, by John E. Stone -
FaithZL
5. Computing Minima and Maxima of Subarrays, by Ingo Wald
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haiyuem
/liyongnupt
6. A Fast and Robust Method for Avoiding Self-Intersection, by Carsten Wächter and Nikolaus Binder -
AmesingFlank
7. Precision Improvements for Ray/Sphere Intersection, by Eric Haines, Johannes Günther, and Tomas Akenine-Möller -
wubochang
8. Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections, by Alexander Reshetov -
lifangjie
9. Multi-Hit Ray Tracing in DXR, by Christiaan Gribble -
butterfly0923
10. A Simple Load-Balancing Scheme with High Scaling Efficiency, by Dietger van Antwerpen, Daniel Seibert, and Alexander Keller
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Nicholas10128
11. Automatic Handling of Materials in Nested Volumes, by Carsten Wächter and Matthias Raab -
Nicholas10128
12. A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem, by Alejandro Conty Estevez, Pascal Lecocq, and Clifford Stein -
Nicholas10128
13. Ray Traced Shadows: Maintaining Real-Time Frame Rates, by Jakub Boksansky, Michael Wimmer, and Jiri Bittner -
Nicholas10128
14. Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR, by Holger Gruen
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Altmice
15. On the Importance of Sampling, by Matt Pharr -
FancyVin
/FaithZL
16. Sample Transformations Zoo, by Peter Shirley, Samuli Laine, David Hart, Matt Pharr, Petrik Clarberg, Eric Haines, Matthias Raab, and David Cline -
Angiewei
/slongle
17. Ignoring the Inconvenient When Tracing Rays, by Matt Pharr -
slongle
18. Importance Sampling of Many Lights on the GPU, by Pierre Moreau and Petrik Clarberg
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XBOOS
19. Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising, by Edward Liu, Ignacio Llamas, Juan Cañada, and Patrick Kelly -
gigichq
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 -
Cielrin
21. Simple Environment Map Filtering Using Ray Cones and Ray Differentials, by Tomas Akenine-Möller and Jim Nilsson -
bluesummer
22. Improving Temporal Antialiasing with Adaptive Ray Tracing, by Adam Marrs, Josef Spjut, Holger Gruen, Rahul Sathe, and Morgan McGuire
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quicklyslow
23. Interactive Light Map and Irradiance Volume Preview in Frostbite, by Diede Apers, Petter Edblom, Charles de Rousiers, and Sébastien Hillaire -
tavechiang
24. Real-Time Global Illumination with Photon Mapping, by Niklas Smal and Maksim Aizenshtein -
tankiJong
/rockyvon
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 -
tankiJong
26. Deferred Hybrid Path Tracing, by Thomas Schander, Clemens Musterle, and Stephan Bergmann -
zhxx1987
27. Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization, by John E. Stone
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qingqhua
28. Ray Tracing Inhomogeneous Volumes, by Matthias Raab -
zhan2586
29. Efficient Particle Volume Splatting in a Ray Tracer, by Aaron Knoll, R. Keith Morley, Ingo Wald, Nick Leaf, and Peter Messmer -
FancyVin
30. Caustics Using Screen Space Photon Mapping, by Hyuk Kim -
papalqi
/zhxx1987
31. Variance Reduction via Footprint Estimation in the Presence of Path Reuse, by Johannes Jendersie -
papalqi
32. Accurate Real-Time Specular Reflections with Radiance Caching, by Antti Hirvonen, Atte Seppälä, Maksim Aizenshtein, and Niklas Smal