Real time rendering 3rd edition djvu
If the Red Book fails you, this is the next place to go. If you want to focus on GLSL shaders, this book comes well-recommended by a number of people. This one's been recommended to me, has a reasonable Gamasutra review, is in its second edition, and has good ratings. Giving it a skim, it looked worthwhile. From a skim, this looks to be a comprehensive, well-illustrated book of how to do most common interactive rendering algorithms with DirectX There's a good mix of text and code samples.
Advanced Texts. We like it, but don't really think of it as an introductory textbook. I'd take this free course first. Excellent edited collections of articles on interactive graphics, in well-produced volumes. Note that all articles are free on the web. These books are also edited collections of articles dealing with new graphics techniques that use vertex and pixel shaders. Some are nuts and bolts practical, others are about new techniques in development.
The ShaderX books collection website has links to resources for all these books. Note that the first three volumes are free for download ; despite their age, they contain some valuable articles. A book on collision detection techniques.
Solid theory coupled with the author's own practical experience makes this book an excellent choice for practitioners in the field. In addition to describing a wide range of relevant algorithms, the author also discusses optimization, numerical precision, robustness, and other topics critical in creating a workable interactive system.
See the author's web site for more information. Graphics and engine performance are the focus, including multicore and networking optimization, plus a chapter on consoles and another on managed languages. These guys are veteran experts in this field, and the book gives specific advice and practical tips in many areas. Full review here. An incredible volume focused on practical computational geometry. It also gives a solid grounding in much of the mathematics behind the methods.
The book has a companion web site. A book dealing with a wide variety of real-time related topics, with solid theory and code. Our blog entry on DXR contains a large set of links to resources, demos, and related articles that came out around or soon after GDC There have been many videos about DXR effects and demos.
See Techspot's page , for example, for the latest game-related ray tracing articles. Older: Fortnite uses real-time ray tracing to make trailers. Digital Foundry's runthrough of Battlefield V has fairly detailed explanations of effects and how they were done with DXR, though one or two things appear incorrect, e. The Atomic Heart explanation is short and sweet, and is particularly good at showing the limitations of screen-space reflections. Metro Exodus use of ray tracing has a significant effect on the atmosphere of the game; you can use a slider to compare the differences yourself.
Read about Metro Exodus's use of ray tracing and other features, watch their presentation , and see Digital Foundry's video and this post that looks under the hood.
Newer still, their experience porting to new consoles. However, for simpler scenes, or for powerful clusters of machines, interactive ray tracing is possible using traditional CPUs or less-specialize GPUs. You can watch the entire course on YouTube. This code has been polished and expanded , and blogged about here. Keep this article in mind for writing an efficient Vulkan renderer in general.
Basic Vulkan ray tracing tutorials with code are available from one user. Christoph Schied and many others have released open-source for a fully ray traced version of Quake 2, on Vulkan. Interactive "Interactive" here means "not DXR-based. Open source. One takeaway for me is how the rate of reduction of variance over time decreases, as described in section That is, it takes a lot more samples later on to decrease noise a bit, which points towards denoising as the other key part of high-performance ray tracing.
In a similar vein, many shadertoy demos are based on ray marching or other ray casting techniques run in often complex shaders. Mikael Christensen has a series of articles on modeling surfaces for such rendering. Electric Square provides a tutorial on ray marching techniques. A number of hardware vendors provide free ray tracing software in various forms: AMD's Radeon-Rays is an open-source library for ray tracing based on OpenCL.
Intel's Embree provides a collection of kernels designed for efficient ray tracing on CPUs. Here's a quick-start guide. Open source for OWL is here. KeyShot uses ray tracing for all rendering, even when positioning objects and lights in a scene. The duration of this process is dependent on the complexity of the scene a forest with many trees and thousands of leaves will take much longer to render than a scene consisting of a white box over a gray background and the speed of the hardware doing the calculations.
When Pixar's Toy Story was first released, the computer animation community was all abuzz with how it was done, and someone at Pixar mentioned that over SGI workstations were used for rendering the frames over the course of almost two years. Someone else extrapolated this data and figured out that the same movie could have been rendered on one contemporary PC over the course of about 80 years.
Again, ancient, left here for historic purposes. A well-illustrated text that explains key computational geometry algorithms. Note that the free version is the second edition; other than these errata fixes , the 3rd edition's major changes are that Chapter 7 includes information on Voronoi diagrams of line-segments and for farthest point, and Chapter 12 includes BSP trees for low-density scenes.
Truly ancient, yes, but there are still articles of general interest, and Abrash is a fine story-teller. Glassner, Morgan Kaufmann, download for free. An incredible book, and physics doesn't change much , so despite the age this book is full of useful information.
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