Part 1: 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 2: 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 3: 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 4: Sampling.-
Chapter 15. On the Importance of Sampling.-
Chapter 16. Sample Transformations Zoo.-
Chapter 17. Ignoring the Inconvenient When Tracing Rays .-
Chapter 18. Importance Sampling of Many Lights on the GPU.-
Part 5: 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 6: 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 7: 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.-
Tomas Akenine-Möller is a Distinguished
Research Scientist at NVIDIA, Sweden, since 2016,
and currently on leave from his position as professor in
computer graphics at Lund University. Tomas couathored
Real-Time Rendering and Immersive Linear Algebra, and has
written 100+ research papers. Previously, he worked at
Ericsson Research and Intel.
Eric Haines currently works at NVIDIA on interactive ray
tracing. He co-authored the books Real-Time Rendering, 4th Edition
and An Introduction to Ray Tracing, edited The Ray Tracing News,
and cofounded the Journal of Graphics Tools and the Journal of
Computer Graphics Techniques. He is also the creator and lecturer
for the Udacity MOOC Interactive 3D Graphics.
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