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《实时光线追踪渲染精粹》 渲染器使用两种方法来确定像素颜色:光栅化或光线追踪。 光栅化从一个特定像素开始,并询问“这个像素应该是什么颜色?”; 光线追踪则在视角和光源起作用,并询问:“光线在做什么?” 光线追踪的工作原理是:追踪光线在场景内的反射路径。光线每次反射的时候,它都会通过沉积早前对象的颜色来模拟现实生活中的光线,同时损失强度。对于特定类型的材料与效果而言,这种颜色的沉积使得清晰的反射,以及细微,逼真的颜色变化只能通过光线追踪来实现。 由于它模仿光线的真实行为,光线追踪同时擅长于产生区域阴影和环境遮挡。 相反,光栅化比光线追踪更快,成本更低,只是通过一些近似值计算照明。Unreal的光栅化技术在一枚高速GPU上以毫秒为单位提供4K分辨率帧。栅格化可以非常逼近照片级别真实感,同时不一定是物理上精确。另外对于大多数Unreal引擎的用户来说,速度的提升显得非常值得。 但对于更强调照片级真实感而非性能的真人实景电影和建筑可视化项目而言,光线追踪则显得更有优势。到目前为止,由于其巨大的计算需求,光线追踪仅在离线渲染中实施。使用光线追踪计算的场景可能需要几分钟到几个小时才能计算出一个帧,而电影动画的一秒需要24帧才能填充完成。
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RAY
TR ACING
GEMS
HIGH-QUALITY AND REAL-TIME RENDERING
WITH DXR AND OTHER APIS
EDITED BY
ERIC HAINES
TOMAS AKENINEMÖLLER
SECTION EDITORS
ALEXANDER KELLER
MORGAN MCGUIRE
JACOB MUNKBERG
MATT PHARR
PETER SHIRLEY
INGO WALD
CHRIS WYMAN
Ray Tracing Gems
High-Quality and Real-Time Rendering
with DXR and Other APIs
EditedbyEricHaines and TomasAkenine-Möller
SectionEditors
AlexanderKeller
MorganMcGuire
JacobMunkberg
MattPharr
PeterShirley
IngoWald
ChrisWyman
Ray Tracing Gems: High-Quality and Real-Time Rendering
with DXR and Other APIs
ISBN-13 (pbk): 978-1-4842-4426-5 ISBN-13 (electronic): 978-1-4842-4427-2
https://doi.org/10.1007/978-1-4842-4427-2
Library of Congress Control Number: 2019934207
Copyright © 2019 by NVIDIA
Trademarked names, logos, and images may appear in this book. Rather than use a trademark symbol with every
occurrence of a trademarked name, logo, or image we use the names, logos, and images only in an editorial
fashion and to the benefit of the trademark owner, with no intention of infringement of the trademark. The use in
this publication of trade names, trademarks, service marks, and similar terms, even if they are not identified as
such, is not to be taken as an expression of opinion as to whether or not they are subject to proprietary rights.
While the advice and information in this book are believed to be true and accurate at the date of publication,
neither the authors nor the editors nor the publisher can accept any legal responsibility for any errors or
omissions that may be made. The publisher makes no warranty, express or implied, with respect to the material
contained herein.
Open Access This book islicensedunder the terms of the Creative Commons
Attribution-NonCommercial-NoDerivatives 4.0 International License (http://creativecommons.
org/licenses/by-nc-nd/4.0/), which permits any noncommercial use, sharing, distribution and
reproduction in any medium or format, as long as you give appropriate credit to the original author(s) and the
source, provide a link to the Creative Commons license and indicate if you modified the licensed material. You do
not have permission under this license to share adapted material derived from this book or parts of it.
The images or other third party material in this book are included in thebook'sCreative Commons license, unless
indicated otherwise in a credit line to the material. If material is not included in thebook'sCreative Commons
license and your intended use is not permitted by statutory regulation or exceeds the permitted use, you will need
to obtain permission directly from the copyright holder.
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Acquisitions Editor: Natalie Pao
Development Editor: James Markham
Coordinating Editor: Jessica Vakili
Cover image designed by NVIDIA
Distributed to the book trade worldwide by Springer Science+Business Media NewYork, 233 Spring Street,
6th Floor, NewYork, NY 10013. Phone 1-800-SPRINGER, fax (201) 348-4505, e-mail orders-ny@springer-sbm.com,
or visit www.springeronline.com. Apress Media, LLC is a California LLC and the sole member (owner) is Springer
Science + Business Media Finance Inc (SSBM Finance Inc). SSBM Finance Inc is a Delaware corporation.
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GitHub via the book's product page, located at www.apress.com/9781484244265. For more detailed information,
please visit www.apress.com/source-code.
Printed on acid-free paper
Editedby
EricHaines
TomasAkenine-Möller
SectionEditors:
AlexanderKeller
MorganMcGuire
JacobMunkberg
MattPharr
PeterShirley
IngoWald
ChrisWyman
iii
Preface ��������������������������������������������������������������������������������������������������� xiii
Foreword ������������������������������������������������������������������������������������������������� xv
Contributors ������������������������������������������������������������������������������������������� xxi
Notation ������������������������������������������������������������������������������������������������� xliii
Table of Contents
PART I: Ray Tracing Basics ��������������������������������������������������������������� 5
Chapter 1: Ray Tracing Terminology ���������������������������������������������������������� 7
1.1 Historical Notes ......................................................................................7
1.2 Definitions ...............................................................................................8
Chapter 2: What is a Ray? ������������������������������������������������������������������������ 15
2.1 Mathematical Description of a Ray ....................................................... 15
2.2 Ray Intervals..........................................................................................17
2.3 Rays in DXR ...........................................................................................18
2.4 Conclusion .............................................................................................19
Chapter 3: Introduction to DirectX Raytracing ����������������������������������������� 21
3.1 Introduction ...........................................................................................21
3.2 Overview ................................................................................................21
3.3 Getting Started ......................................................................................22
3.4 The DirectX Raytracing Pipeline ...........................................................23
3.5 New HLSL Support for DirectX Raytracing ........................................... 25
3.6 A Simple HLSL Ray Tracing Example ...................................................28
3.7 Overview of Host Initialization for DirectX Raytracing ..........................30
3.8 Basic DXR Initialization and Setup ........................................................31
iv
3.9 Ray Tracing Pipeline State Objects .....................................................37
3.10 Shader Tables ...................................................................................... 41
3.11 Dispatching Rays ................................................................................. 43
3.12 Digging Deeper and Additional Resources .........................................44
3.13 Conclusion ...........................................................................................45
Chapter 4: A Planetarium Dome Master Camera ������������������������������������� 49
4.1 Introduction ...........................................................................................49
4.2 Methods .................................................................................................50
4.3 Planetarium Dome Master Projection Sample Code ...........................58
Chapter 5: Computing Minima and Maxima of Subarrays ������������������������ 61
5.1 Motivation ..............................................................................................61
5.2 Naive Full Table Lookup ........................................................................ 62
5.3 The Sparse Table Method ......................................................................62
5.4 The (Recursive) Range Tree Method ..................................................... 64
5.5 Iterative Range Tree Queries ................................................................66
5.6 Results ..................................................................................................69
5.7 Summary ...............................................................................................69
PART II: Intersections and Efficiency ���������������������������������������������� 75
Chapter 6: A Fast and Robust Method for Avoiding Self- Intersection ������ 77
6.1 Introduction ...........................................................................................77
6.2 Method ...................................................................................................78
6.3 Conclusion .............................................................................................84
Chapter 7: Precision Improvements for Ray/Sphere Intersection ���������� 87
7.1 Basic Ray/Sphere Intersection .............................................................87
7.2 Floating-Point Precision Considerations ..............................................89
7.3 Related Resources ................................................................................93
TABLE OF CONTENTS
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