Ray Tracing Gems (Record no. 877)

000 -LEADER
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 PDF
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>
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-- ZDB-2-CWD
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-- ZDB-2-SXPC
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-- ZDB-2-SOB
942 ## - ADDED ENTRY ELEMENTS (KOHA)
Koha item type e-Books
-- Administrator Library

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