Proceedings of the 2009 Symposium on Interactive 3D Graphics and Games |
Autore | Haines Eric |
Pubbl/distr/stampa | [Place of publication not identified], : Association for Computing Machinery, 2009 |
Descrizione fisica | 1 online resource (253 p.;) |
Collana | ACM Conferences |
Soggetto topico | Information Technology - Computer Science (Hardware & Networks) |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Altri titoli varianti | I3D '09 |
Record Nr. | UNINA-9910376183503321 |
Haines Eric | ||
[Place of publication not identified], : Association for Computing Machinery, 2009 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Proceedings, I3D 2008 : Symposium on Interactive 3D Graphics and Games : Redwood City, California, February 15 - 17, 2008 |
Autore | Haines Eric |
Pubbl/distr/stampa | [Place of publication not identified], : ACM, 2008 |
Descrizione fisica | 1 online resource (219 pages) |
Collana | ACM Conferences |
Soggetto topico |
Engineering & Applied Sciences
Technology - General |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Altri titoli varianti |
Proceedings of the 2008 Symposium on Interactive 3D Graphics and Games
I3D '08 Symposium on Interactive 3D Graphics and Games, Redwood Shores, CA, USA - February 15 - 17, 2008 |
Record Nr. | UNINA-9910376407603321 |
Haines Eric | ||
[Place of publication not identified], : ACM, 2008 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Proceedings, SPM 2008 : ACM Solid and Physical Modeling Symposium : Stony Brook, New York, June 02-04, 2008 |
Autore | Haines Eric |
Pubbl/distr/stampa | [Place of publication not identified], : ACM, 2008 |
Descrizione fisica | 1 online resource (423 pages) |
Collana | ACM Conferences |
Soggetto topico |
Engineering & Applied Sciences
Technology - General |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Altri titoli varianti |
Proceedings, Solid and Physical Modeling 2008 : Association for Computing Machinery Solid and Physical Modeling Symposium : Stony Brook, New York, June 02-04, 2008
Proceedings of the 2008 ACM Symposium on Solid and Physical Modeling SPM '08 ACM Solid and Physical Modeling Symposium, Stony Brook, NY, USA - June 02 - 04, 2008 |
Record Nr. | UNINA-9910376403303321 |
Haines Eric | ||
[Place of publication not identified], : ACM, 2008 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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Ray Tracing Gems : High-Quality and Real-Time Rendering with DXR and Other APIs / / edited by Eric Haines, Tomas Akenine-Möller |
Autore | Haines Eric |
Edizione | [1st ed. 2019.] |
Pubbl/distr/stampa | Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 |
Descrizione fisica | 1 online resource (XLIV, 607 p. 362 illus., 322 illus. in color.) |
Disciplina | 006.6 |
Soggetto topico |
Computer graphics
Computer games - Programming Computer vision Computer Graphics Game Development Computer Vision |
ISBN | 1-4842-4427-3 |
Formato | Materiale a stampa |
Livello bibliografico | Monografia |
Lingua di pubblicazione | eng |
Nota di contenuto | 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 -- . |
Record Nr. | UNINA-9910338011103321 |
Haines Eric | ||
Berkeley, CA : , : Apress : , : Imprint : Apress, , 2019 | ||
Materiale a stampa | ||
Lo trovi qui: Univ. Federico II | ||
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