- 出版社开始谈版权
- 沟通渠道已经建立
- 所有章节得到认领
- PART 0
- PART 1: RAY TRACING BASICS, editor: Chris Wyman
- PART 2: INTERSECTIONS AND EFFICIENCY, editor: Ingo Wald
- PART 3: REFLECTIONS, REFRACTIONS, AND SHADOWS, editor: Peter Shirley
- PART 4: SAMPLING, editor: Alexander Keller
- PART 5: DENOISING AND FILTERING, editor: Jacob Munkberg
- PART 6: HYBRID APPROACHES AND SYSTEMS, editor: Morgan McGuire
- PART 7: GLOBAL ILLUMINATION, editor: Matt Pharr
离 Vinjn 宣布《光线追踪精粹》翻译计划已经过去一周,这一周发生了不少事情:
- 出版社开始谈版权
- 所有章节得到认领
- 沟通渠道已经建立
出版社开始谈版权
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沟通渠道已经建立
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所有章节得到认领
部分章节甚至得到多人的认领。
PART 0
vinjn
Table of Contentsrenyuhuiharrison
/papalqi
Prefacepapalqi
Forewordrenyuhuiharrison
Contributorspapalqi
Notation
PART 1: RAY TRACING BASICS, editor: Chris Wyman
RainVector
/papalqi
1. Ray Tracing TerminologyYanFeiGao
/papalqi
2. What is a Ray?jingjingshenye
3. Introduction to DirectX RaytracingNicholas10128
4. A Planetarium Dome Master Cameraeditazhu
5. Computing Minima and Maxima of Subarrays
PART 2: INTERSECTIONS AND EFFICIENCY, editor: Ingo Wald
haiyuem
/liyongnupt
6. A Fast and Robust Method for Avoiding Self-IntersectionAmesingFlank
7. Precision Improvements for Ray/Sphere Intersectionwubochang
8. Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersectionslifangjie
9. Multi-Hit Ray Tracing in DXRbutterfly0923
/zhxx1987
10. A Simple Load-Balancing Scheme with High Scaling Efficiency
PART 3: REFLECTIONS, REFRACTIONS, AND SHADOWS, editor: Peter Shirley
Nicholas10128
11. Automatic Handling of Materials in Nested VolumesNicholas10128
12. A Microfacet-Based Shadowing Function to Solve the Bump Terminator ProblemNicholas10128
13. Ray Traced Shadows: Maintaining Real-Time Frame RatesNicholas10128
14. Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR
PART 4: SAMPLING, editor: Alexander Keller
papalqi
15. On the Importance of SamplingFancyVin
16. Sample Transformations ZooAngiewei
/slongle
17. Ignoring the Inconvenient When Tracing Raysslongle
18. Importance Sampling of Many Lights on the GPU
PART 5: DENOISING AND FILTERING, editor: Jacob Munkberg
XBOOS
19. Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoisinggigichq
20. Texture Level of Detail Strategies for Real-Time Ray TracingCielrin
21. Simple Environment Map Filtering Using Ray Cones and Ray Differentialsbluesummer
22. Improving Temporal Antialiasing with Adaptive Ray Tracing
PART 6: HYBRID APPROACHES AND SYSTEMS, editor: Morgan McGuire
quicklyslow
23. Interactive Light Map and Irradiance Volume Preview in Frostbitetavechiang
24. Real-Time Global Illumination with Photon MappingtankiJong
25. Hybrid Rendering for Real-Time Ray TracingtankiJong
26. Deferred Hybrid Path Tracingzhxx1987
27. Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization
PART 7: GLOBAL ILLUMINATION, editor: Matt Pharr
qingqhua
28. Ray Tracing Inhomogeneous Volumeszhan2586
29. Efficient Particle Volume Splatting in a Ray TracerFancyVin
30. Caustics Using Screen Space Photon Mappingpapalqi
/zhxx1987
31. Variance Reduction via Footprint Estimation in the Presence of Path Reusepapalqi
32. Accurate Real-Time Specular Reflections with Radiance Caching
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