- 为了能在今年完成本书的的出版,以下是计划表
- 由于译者退出,以下章节可供认领
- 当前正文部分的初稿完成度 = 15 / 32 = 46.875%
- 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 上一回更新《光线追踪精粹》的翻译进度已经过去三个月,不少译者都提交了翻译初稿,同时也有译者因为工作上的时间冲突退出(有机会我们可以在下一本书继续合作)。
在此特别感谢 papalqi
网友对于整个项目的投入,项目的进(催)度(稿)现在由 papalqi
负责。
为了能在今年完成本书的的出版,以下是计划表
- 八月底,完成初稿。如果有译者无法在月底完成初稿,请及时和
papalqi
沟通。 - 九月底,完成校对。
- 十月初,提交出版社。
- 年底,出版。
由于译者退出,以下章节可供认领
- 27. Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization
当前正文部分的初稿完成度 = 15 / 32 = 46.875%
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
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
Altmice
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 Tracing
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
31. Variance Reduction via Footprint Estimation in the Presence of Path Reusepapalqi
32. Accurate Real-Time Specular Reflections with Radiance Caching
vinjn.com - Democratizing Visual Computing
无耻地插播一段广告,我所在的部门(NVIDIA 上海)正在研发全球领先的 RTX 性能分析工具,在招应届毕业生,要求会 C++ & 任意一种图形 API,欢迎自荐,简历请发到 vincentz@nvidia.com。
我们的工具除了公司内部广泛使用,也被市场部(marketing)的同事拿来在公开场合展示 RTX ON
的性能加速。
比如 Metro Exodus,这是一款 DXR 的 AAA 游戏。
比如最近发布的 Quake2 RTX,这是一款 VKR 游戏。