- 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
如题,相信下周能给大家更新进展。
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
vinjnTable of Contentsrenyuhuiharrison/papalqiPrefacepapalqiForewordrenyuhuiharrisonContributorspapalqiNotation
PART 1: RAY TRACING BASICS, editor: Chris Wyman
RainVector/papalqi1. Ray Tracing TerminologyYanFeiGao/papalqi2. What is a Ray?jingjingshenye3. Introduction to DirectX RaytracingNicholas101284. A Planetarium Dome Master Cameraeditazhu5. Computing Minima and Maxima of Subarrays
PART 2: INTERSECTIONS AND EFFICIENCY, editor: Ingo Wald
haiyuem/liyongnupt6. A Fast and Robust Method for Avoiding Self-IntersectionAmesingFlank7. Precision Improvements for Ray/Sphere Intersectionwubochang8. Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersectionslifangjie9. Multi-Hit Ray Tracing in DXRbutterfly0923/zhxx198710. A Simple Load-Balancing Scheme with High Scaling Efficiency
PART 3: REFLECTIONS, REFRACTIONS, AND SHADOWS, editor: Peter Shirley
Nicholas1012811. Automatic Handling of Materials in Nested VolumesNicholas1012812. A Microfacet-Based Shadowing Function to Solve the Bump Terminator ProblemNicholas1012813. Ray Traced Shadows: Maintaining Real-Time Frame RatesNicholas1012814. Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR
PART 4: SAMPLING, editor: Alexander Keller
papalqi15. On the Importance of SamplingFancyVin16. Sample Transformations ZooAngiewei/slongle17. Ignoring the Inconvenient When Tracing Raysslongle18. Importance Sampling of Many Lights on the GPU
PART 5: DENOISING AND FILTERING, editor: Jacob Munkberg
XBOOS19. Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoisinggigichq20. Texture Level of Detail Strategies for Real-Time Ray TracingCielrin21. Simple Environment Map Filtering Using Ray Cones and Ray Differentialsbluesummer22. Improving Temporal Antialiasing with Adaptive Ray Tracing
PART 6: HYBRID APPROACHES AND SYSTEMS, editor: Morgan McGuire
quicklyslow23. Interactive Light Map and Irradiance Volume Preview in Frostbitetavechiang24. Real-Time Global Illumination with Photon MappingtankiJong25. Hybrid Rendering for Real-Time Ray TracingtankiJong26. Deferred Hybrid Path Tracingzhxx198727. Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization
PART 7: GLOBAL ILLUMINATION, editor: Matt Pharr
qingqhua28. Ray Tracing Inhomogeneous Volumeszhan258629. Efficient Particle Volume Splatting in a Ray TracerFancyVin30. Caustics Using Screen Space Photon Mappingpapalqi/zhxx198731. Variance Reduction via Footprint Estimation in the Presence of Path Reusepapalqi32. Accurate Real-Time Specular Reflections with Radiance Caching
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