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Titlebook: Ray Tracing Gems II; Next Generation Real Adam Marrs,Peter Shirley,Ingo Wald Book‘‘‘‘‘‘‘‘ 2021 NVIDIA 2021 Computer Graphics.Real-Time Rend

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楼主: Braggart
发表于 2025-3-26 23:29:07 | 显示全部楼层
Refraction Ray Cones for Texture Level of Detailes, while avoiding artifacts, such as aliasing, Moire patterns, and unnecessary overblur. In this chapter, we extend the ray cone method for texture level of detail so that it also can handle refraction. Our method is suitable for current game engines and further bridges the gap between offline rend
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Motion Blur Corner Casesf geometries sampled at different time intervals, how to efficiently ound the movement of geometries undergoing linear transformation and linear deformation at the same time, and a heuristic for bounding volume hierarchy (BVH) construction that helps the surface area heuristic adapt to the presence
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Introduction to Vulkan Ray Tracingcan present challenges that are difficult for developers to navigate. This chapter will serve as an introduction to one method of harnessing the power of hardware-accelerated ray tracing: Vulkan and the Vulkan Ray Tracing extensions.
发表于 2025-3-28 04:02:52 | 显示全部楼层
发表于 2025-3-28 09:06:21 | 显示全部楼层
Texture Coordinate Gradients Estimation for Ray Conesem in a different way that relies on existing hardware-supported instructions. This maintains almost the same visual results and leads to more convenient shader code. It also further simplifies and reduces the number of instructions from the original ray cones implementation, though we do not claim this necessarily leads to better performance.
发表于 2025-3-28 13:25:46 | 显示全部楼层
The Schlick Fresnel Approximationcing dielectric (non-conducting) materials. It further discusses the Schlick approximation in the context of metallic surfaces and shows a possible extension for the Schlick approximation to more accurately model reflectance of metals.
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