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  • 1
    Book
    Book
    Wellesley, Mass. :Peters,
    UID:
    almafu_BV023381137
    Format: XVIII, 1027 S. : , Ill., graph. Darst.
    Edition: 3. ed.
    ISBN: 978-1-56881-424-7 , 1-56881-424-0
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: Rendering ; Echtzeitverarbeitung ; Algorithmus ; Computergrafik ; Virtuelle Realität ; Algorithmus ; Echtzeitbildverarbeitung ; Rendering ; Computergrafik ; Echtzeitverarbeitung ; Rendering ; Dreidimensionale Computergrafik
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  • 2
    UID:
    almahu_9948104409102882
    Format: XLIV, 607 p. 362 illus., 322 illus. in color. , online resource.
    ISBN: 9781484244272
    Content: 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 is this book 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.
    Note: 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 -- .
    In: Springer eBooks
    Additional Edition: Printed edition: ISBN 9781484244265
    Additional Edition: Printed edition: ISBN 9781484244289
    Language: English
    Subjects: Computer Science
    RVK:
    URL: Volltext  (kostenfrei)
    URL: Volltext  (kostenfrei)
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  • 3
    Book
    Book
    Natick, Mass. :Peters,
    UID:
    almahu_BV014420863
    Format: XIV, 835 S. : Ill., graph. Darst.
    Edition: 2. ed.
    ISBN: 1-56881-182-9
    Note: Includes bibliographical references (p. 747-808) and index
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: Rendering ; Echtzeitverarbeitung ; Algorithmus ; Computergrafik ; Virtuelle Realität ; Algorithmus ; Echtzeitbildverarbeitung ; Rendering ; Computergrafik ; Echtzeitverarbeitung ; Rendering ; Dreidimensionale Computergrafik
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  • 4
    Book
    Book
    Boca Raton ; London ; New York :CRC Press, Taylor & Francis Group,
    UID:
    almahu_BV044945972
    Format: xix, 1178 Seiten : , Illustrationen, Diagramme.
    Edition: Fourth edition
    ISBN: 978-1-1386-2700-0 , 1-1386-2700-3
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: Computergrafik ; Echtzeitverarbeitung ; Rendering ; Computergrafik ; Virtuelle Realität ; Algorithmus ; Rendering ; Echtzeitverarbeitung ; Algorithmus ; Echtzeitbildverarbeitung ; Rendering ; Dreidimensionale Computergrafik
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  • 5
    UID:
    almahu_BV036804885
    Format: XVIII, 1027 S. : , Ill., graph. Darst.
    Edition: 3. ed., [reprint.]
    ISBN: 978-1-56881-424-7 , 1-56881-424-0
    Note: Hier auch später erschienene, unveränderte Nachdrucke
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: Rendering ; Echtzeitverarbeitung ; Algorithmus ; Computergrafik ; Virtuelle Realität ; Algorithmus ; Echtzeitbildverarbeitung ; Rendering ; Computergrafik ; Echtzeitverarbeitung ; Rendering ; Dreidimensionale Computergrafik
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  • 6
    UID:
    gbv_1870512154
    Format: 1 online resource (622 pages)
    Edition: 1st ed.
    ISBN: 9781484244272
    Content: Intro -- Table of Contents -- Preface -- Foreword -- Contributors -- Notation -- Part I: Ray Tracing Basics -- Chapter 1: Ray Tracing Terminology -- 1.1 Historical Notes -- 1.2 Definitions -- Chapter 2: What is a Ray? -- 2.1 Mathematical Description of a Ray -- 2.2 Ray Intervals -- 2.3 Rays in DXR -- 2.4 Conclusion -- Chapter 3: Introduction to DirectX Raytracing -- 3.1 Introduction -- 3.2 Overview -- 3.3 Getting Started -- 3.4 The DirectX Raytracing Pipeline -- 3.5 New HLSL Support for DirectX Raytracing -- 3.5.1 Launching a New Ray in HLSL -- 3.5.2 Controlling Ray Traversal in HLSL -- 3.5.3 Additional HLSL Intrinsics -- 3.6 A Simple HLSL Ray Tracing Example -- 3.7 Overview of Host Initialization for DirectX Raytracing -- 3.7.1 Insight into the Mental Model -- 3.8 Basic DXR Initialization and Setup -- 3.8.1 Geometry and Acceleration Structures -- 3.8.1.1 Bottom-Level Acceleration Structure -- 3.8.1.2 Top-Level Acceleration Structure -- 3.8.2 Root Signatures -- 3.8.3 Shader Compilation -- 3.9 Ray Tracing Pipeline State Objects -- 3.10 Shader Tables -- 3.11 Dispatching Rays -- 3.12 Digging Deeper and Additional Resources -- 3.13 Conclusion -- Chapter 4: A Planetarium Dome Master Camera -- 4.1 Introduction -- 4.2 Methods -- 4.2.1 Computing Ray Directions from Viewport Coordinates -- 4.2.2 Circular Stereoscopic Projection -- 4.2.3 Depth of Field -- 4.2.4 Antialiasing -- 4.3 Planetarium Dome Master Projection Sample Code -- Chapter 5: Computing Minima and Maxima of Subarrays -- 5.1 Motivation -- 5.2 Naive Full Table Lookup -- 5.3 The Sparse Table Method -- 5.4 The (Recursive) Range Tree Method -- 5.5 Iterative Range Tree Queries -- 5.6 Results -- 5.7 Summary -- Part II: Intersections and Efficiency -- Chapter 6: A Fast and Robust Method for Avoiding Self-Intersection -- 6.1 Introduction -- 6.2 Method.
    Note: Description based on publisher supplied metadata and other sources
    Additional Edition: ISBN 9781484244265
    Additional Edition: Erscheint auch als Druck-Ausgabe ISBN 9781484244265
    Language: English
    Keywords: Electronic books
    URL: Full-text  ((OIS Credentials Required))
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  • 7
    UID:
    almafu_9959043114802883
    Format: 1 online resource (XLIV, 607 p. 362 illus., 322 illus. in color.)
    Edition: 1st ed. 2019.
    ISBN: 1-4842-4427-3
    Content: 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 is this book 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.
    Note: 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 -- . , English
    Additional Edition: ISBN 1-4842-4426-5
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 8
    UID:
    gbv_1778508030
    Format: 1 Online-Ressource (607 p.)
    ISBN: 9781484244272
    Content: 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
    Note: English
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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  • 9
    Book
    Book
    Natick, Mass. : A K Peters
    UID:
    gbv_268221480
    Format: XIV, 482 S , Ill., graph. Darst , 24 cm
    ISBN: 1568811012
    Note: Includes bibliographical references (p. 427-462) and index
    Language: English
    Subjects: Computer Science
    RVK:
    Keywords: Rendering ; Dreidimensionale Computergrafik
    Library Location Call Number Volume/Issue/Year Availability
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  • 10
    Book
    Book
    Natick, Mass. :Peters,
    UID:
    kobvindex_ZIB000016111
    Edition: 4. ed.
    ISBN: 978-1-1386-2700-0
    Language: English
    Library Location Call Number Volume/Issue/Year Availability
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