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README.md

README.md

ray-tracing-gems-cn

光线追踪精粹(暂定名)

翻译进度

https://github.com/vinjn/ray-tracing-gems-cn/projects

暂定的讨论方式,QQ 群聊

原文 PDF

PART 0

  • vinjn Table of Contents
  • renyuhuiharrison / papalqi Preface
  • papalqi Foreword by Turner Whitted and Martin Stich
  • renyuhuiharrison Contributors
  • papalqi Notation

PART 1: RAY TRACING BASICS, editor: Chris Wyman

  • RainVector / papalqi 1. Ray Tracing Terminology, by Eric Haines and Peter Shirley
  • YanFeiGao / papalqi 2. What is a Ray? by Peter Shirley, Ingo Wald, Tomas Akenine-Möller, and Eric Haines
  • jingjingshenye/zzk224/yuxing55555 3. Introduction to DirectX Raytracing, by Chris Wyman and Adam Marrs
  • Nicholas10128 4. A Planetarium Dome Master Camera, by John E. Stone
  • FaithZL 5. Computing Minima and Maxima of Subarrays, by Ingo Wald

PART 2: INTERSECTIONS AND EFFICIENCY, editor: Ingo Wald

  • haiyuem / liyongnupt 6. A Fast and Robust Method for Avoiding Self-Intersection, by Carsten Wächter and Nikolaus Binder
  • AmesingFlank 7. Precision Improvements for Ray/Sphere Intersection, by Eric Haines, Johannes Günther, and Tomas Akenine-Möller
  • wubochang 8. Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersections, by Alexander Reshetov
  • lifangjie 9. Multi-Hit Ray Tracing in DXR, by Christiaan Gribble
  • butterfly0923 10. A Simple Load-Balancing Scheme with High Scaling Efficiency, by Dietger van Antwerpen, Daniel Seibert, and Alexander Keller

PART 3: REFLECTIONS, REFRACTIONS, AND SHADOWS, editor: Peter Shirley

  • Nicholas10128 11. Automatic Handling of Materials in Nested Volumes, by Carsten Wächter and Matthias Raab
  • Nicholas10128 12. A Microfacet-Based Shadowing Function to Solve the Bump Terminator Problem, by Alejandro Conty Estevez, Pascal Lecocq, and Clifford Stein
  • Nicholas10128 13. Ray Traced Shadows: Maintaining Real-Time Frame Rates, by Jakub Boksansky, Michael Wimmer, and Jiri Bittner
  • Nicholas10128 14. Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR, by Holger Gruen

PART 4: SAMPLING, editor: Alexander Keller

  • Altmice 15. On the Importance of Sampling, by Matt Pharr
  • ch3coohlink / haiyuem 16. Sample Transformations Zoo, by Peter Shirley, Samuli Laine, David Hart, Matt Pharr, Petrik Clarberg, Eric Haines, Matthias Raab, and David Cline
  • Angiewei / slongle 17. Ignoring the Inconvenient When Tracing Rays, by Matt Pharr
  • slongle 18. Importance Sampling of Many Lights on the GPU, by Pierre Moreau and Petrik Clarberg

PART 5: DENOISING AND FILTERING, editor: Jacob Munkberg

  • XBOOS 19. Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoising, by Edward Liu, Ignacio Llamas, Juan Cañada, and Patrick Kelly
  • gigichq 20. Texture Level of Detail Strategies for Real-Time Ray Tracing, by Tomas Akenine-Möller, Jim Nilsson, Magnus Andersson, Colin Barré-Brisebois, Robert Toth, and Tero Karras
  • Cielrin 21. Simple Environment Map Filtering Using Ray Cones and Ray Differentials, by Tomas Akenine-Möller and Jim Nilsson
  • bluesummer 22. Improving Temporal Antialiasing with Adaptive Ray Tracing, by Adam Marrs, Josef Spjut, Holger Gruen, Rahul Sathe, and Morgan McGuire

PART 6: HYBRID APPROACHES AND SYSTEMS, editor: Morgan McGuire

  • razorYhang 23. Interactive Light Map and Irradiance Volume Preview in Frostbite, by Diede Apers, Petter Edblom, Charles de Rousiers, and Sébastien Hillaire
  • tavechiang 24. Real-Time Global Illumination with Photon Mapping, by Niklas Smal and Maksim Aizenshtein
  • tankiJong / rockyvon 25. Hybrid Rendering for Real-Time Ray Tracing, by Colin Barré-Brisebois, Henrik Halén, Graham Wihlidal, Andrew Lauritzen, Jasper Bekkers, Tomasz Stachowiak, and Johan Andersson
  • tankiJong 26. Deferred Hybrid Path Tracing, by Thomas Schander, Clemens Musterle, and Stephan Bergmann
  • chianti/LIJIE 27. Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization, by John E. Stone

PART 7: GLOBAL ILLUMINATION, editor: Matt Pharr

  • qingqhua 28. Ray Tracing Inhomogeneous Volumes, by Matthias Raab
  • zhan2586 29. Efficient Particle Volume Splatting in a Ray Tracer, by Aaron Knoll, R. Keith Morley, Ingo Wald, Nick Leaf, and Peter Messmer
  • FancyVin 30. Caustics Using Screen Space Photon Mapping, by Hyuk Kim
  • papalqi 31. Variance Reduction via Footprint Estimation in the Presence of Path Reuse, by Johannes Jendersie
  • papalqi 32. Accurate Real-Time Specular Reflections with Radiance Caching, by Antti Hirvonen, Atte Seppälä, Maksim Aizenshtein, and Niklas Smal
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