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Titlebook: Ray Tracing Gems; High-Quality and Rea Eric Haines,Tomas Akenine-Möller Book‘‘‘‘‘‘‘‘ 2019 NVIDIA 2019 Rendering.Computer graphics.GPU.GPGPU

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Automatic Handling of Materials in Nested Volumesnality. The only requirements are the use of closed, watertight volumes (along with a ray tracing implementation such as NVIDIA RTX that guarantees watertight traversal and intersection) and that neighboring volumes are not intended to intersect each other, except for a small overlap that actually will model the boundary between the volumes.
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Introduction to DirectX RaytracingModern graphics APIs such as DirectX 12 expose low-level hardware access and control to developers, often resulting in complex and verbose code that can be intimidating for novices. In this chapter, we hope to demystify the steps to set up and use DirectX for ray tracing.
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Cool Patches: A Geometric Approach to Ray/Bilinear Patch IntersectionsWe find intersections between a ray and a nonplanar bilinear patch using simple geometrical constructs. The new algorithm improves the state of the art performance by over 6× and is faster than approximating a patch with two triangles.
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A Simple Load-Balancing Scheme with High Scaling EfficiencyThis chapter describes an image partitioning scheme that can be used to distribute the work of computing pixel values across multiple processing units. The resulting workload distribution scheme is simple to implement, yet effective.
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Eric Haines,Tomas Akenine-MöllerA collection of ideas, tips, and best practices for real-time ray tracing applications, created by graphics experts.Explores the capabilities of the latest APIs from Microsoft and other companies.Topi
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