Ray Tracing Gems (Record no. 877)
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000 -LEADER | |
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fixed length control field | 05843nam a22005415i 4500 |
001 - CONTROL NUMBER | |
control field | 978-1-4842-4427-2 |
003 - CONTROL NUMBER IDENTIFIER | |
control field | DE-He213 |
005 - DATE AND TIME OF LATEST TRANSACTION | |
control field | 20210511120326.0 |
007 - PHYSICAL DESCRIPTION FIXED FIELD--GENERAL INFORMATION | |
fixed length control field | cr nn 008mamaa |
008 - FIXED-LENGTH DATA ELEMENTS--GENERAL INFORMATION | |
fixed length control field | 190225s2019 xxu| s |||| 0|eng d |
020 ## - INTERNATIONAL STANDARD BOOK NUMBER | |
International Standard Book Number | 9781484244272 |
-- | 978-1-4842-4427-2 |
024 7# - OTHER STANDARD IDENTIFIER | |
Standard number or code | 10.1007/978-1-4842-4427-2 |
Source of number or code | doi |
050 #4 - LIBRARY OF CONGRESS CALL NUMBER | |
Classification number | T385 |
072 #7 - SUBJECT CATEGORY CODE | |
Subject category code | UML |
Source | bicssc |
072 #7 - SUBJECT CATEGORY CODE | |
Subject category code | COM012000 |
Source | bisacsh |
072 #7 - SUBJECT CATEGORY CODE | |
Subject category code | UML |
Source | thema |
082 04 - DEWEY DECIMAL CLASSIFICATION NUMBER | |
Classification number | 006.6 |
Edition number | 23 |
245 10 - TITLE STATEMENT | |
Title | Ray Tracing Gems |
Medium | [electronic resource] : |
Remainder of title | High-Quality and Real-Time Rendering with DXR and Other APIs / |
Statement of responsibility, etc. | edited by Eric Haines, Tomas Akenine-Möller. |
250 ## - EDITION STATEMENT | |
Edition statement | 1st ed. 2019. |
264 #1 - PRODUCTION, PUBLICATION, DISTRIBUTION, MANUFACTURE, AND COPYRIGHT NOTICE | |
Place of production, publication, distribution, manufacture | Berkeley, CA : |
Name of producer, publisher, distributor, manufacturer | Apress : |
-- | Imprint: Apress, |
Date of production, publication, distribution, manufacture, or copyright notice | 2019. |
300 ## - PHYSICAL DESCRIPTION | |
Extent | XLIV, 607 p. 362 illus., 322 illus. in color. |
Other physical details | online resource. |
336 ## - CONTENT TYPE | |
Content type term | text |
Content type code | txt |
Source | rdacontent |
337 ## - MEDIA TYPE | |
Media type term | computer |
Media type code | c |
Source | rdamedia |
338 ## - CARRIER TYPE | |
Carrier type term | online resource |
Carrier type code | cr |
Source | rdacarrier |
347 ## - DIGITAL FILE CHARACTERISTICS | |
File type | text file |
Encoding format | |
Source | rda |
505 0# - FORMATTED CONTENTS NOTE | |
Formatted contents 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 -- . |
506 0# - RESTRICTIONS ON ACCESS NOTE | |
Terms governing access | Open Access |
520 ## - SUMMARY, ETC. | |
Summary, etc. | 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. |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Computer graphics. |
9 (RLIN) | 4162 |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Computer games—Programming. |
9 (RLIN) | 4163 |
650 #0 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Optical data processing. |
9 (RLIN) | 746 |
650 14 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Computer Graphics. |
Authority record control number or standard number | https://scigraph.springernature.com/ontologies/product-market-codes/I22013 |
9 (RLIN) | 4164 |
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Game Development. |
Authority record control number or standard number | https://scigraph.springernature.com/ontologies/product-market-codes/I29040 |
9 (RLIN) | 4165 |
650 24 - SUBJECT ADDED ENTRY--TOPICAL TERM | |
Topical term or geographic name entry element | Image Processing and Computer Vision. |
Authority record control number or standard number | https://scigraph.springernature.com/ontologies/product-market-codes/I22021 |
9 (RLIN) | 748 |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Haines, Eric. |
Relator term | editor. |
Relationship | edt |
-- | http://id.loc.gov/vocabulary/relators/edt |
9 (RLIN) | 4166 |
700 1# - ADDED ENTRY--PERSONAL NAME | |
Personal name | Akenine-Möller, Tomas. |
Relator term | editor. |
Relationship | edt |
-- | http://id.loc.gov/vocabulary/relators/edt |
9 (RLIN) | 4167 |
710 2# - ADDED ENTRY--CORPORATE NAME | |
Corporate name or jurisdiction name as entry element | SpringerLink (Online service) |
9 (RLIN) | 141 |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY | |
Relationship information | Printed edition: |
International Standard Book Number | 9781484244265 |
776 08 - ADDITIONAL PHYSICAL FORM ENTRY | |
Relationship information | Printed edition: |
International Standard Book Number | 9781484244289 |
773 ## - HOST ITEM ENTRY | |
Title | Springer Nature Open Access eBook |
856 40 - ELECTRONIC LOCATION AND ACCESS | |
Uniform Resource Identifier | <a href="https://doi.org/10.1007/978-1-4842-4427-2">https://doi.org/10.1007/978-1-4842-4427-2</a> |
912 ## - | |
-- | ZDB-2-CWD |
912 ## - | |
-- | ZDB-2-SXPC |
912 ## - | |
-- | ZDB-2-SOB |
942 ## - ADDED ENTRY ELEMENTS (KOHA) | |
Koha item type | e-Books |
-- | Administrator Library |
No items available.