- 为了能在今年完成本书的的出版,以下是计划表
- 由于译者退出,以下章节可供认领
- 当前正文部分的初稿完成度 = 15 / 32 = 46.875%
- PART 1: RAY TRACING BASICS, editor: Chris Wyman
- PART 2: INTERSECTIONS AND EFFICIENCY, editor: Ingo Wald
- PART 3: REFLECTIONS, REFRACTIONS, AND SHADOWS, editor: Peter Shirley
- PART 4: SAMPLING, editor: Alexander Keller
- PART 5: DENOISING AND FILTERING, editor: Jacob Munkberg
- PART 6: HYBRID APPROACHES AND SYSTEMS, editor: Morgan McGuire
- PART 7: GLOBAL ILLUMINATION, editor: Matt Pharr

离 Vinjn 上一回更新《光线追踪精粹》的翻译进度已经过去三个月,不少译者都提交了翻译初稿,同时也有译者因为工作上的时间冲突退出(有机会我们可以在下一本书继续合作)。
在此特别感谢 papalqi 网友对于整个项目的投入,项目的进(催)度(稿)现在由 papalqi 负责。
为了能在今年完成本书的的出版,以下是计划表
- 八月底,完成初稿。如果有译者无法在月底完成初稿,请及时和
papalqi沟通。 - 九月底,完成校对。
- 十月初,提交出版社。
- 年底,出版。
由于译者退出,以下章节可供认领
- 27. Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization
当前正文部分的初稿完成度 = 15 / 32 = 46.875%
PART 1: RAY TRACING BASICS, editor: Chris Wyman
RainVector/papalqi1. Ray Tracing TerminologyYanFeiGao/papalqi2. What is a Ray?jingjingshenye3. Introduction to DirectX RaytracingNicholas101284. A Planetarium Dome Master Cameraeditazhu5. Computing Minima and Maxima of Subarrays
PART 2: INTERSECTIONS AND EFFICIENCY, editor: Ingo Wald
haiyuem/liyongnupt6. A Fast and Robust Method for Avoiding Self-IntersectionAmesingFlank7. Precision Improvements for Ray/Sphere Intersectionwubochang8. Cool Patches: A Geometric Approach to Ray/Bilinear Patch Intersectionslifangjie9. Multi-Hit Ray Tracing in DXRbutterfly092310. A Simple Load-Balancing Scheme with High Scaling Efficiency
PART 3: REFLECTIONS, REFRACTIONS, AND SHADOWS, editor: Peter Shirley
Nicholas1012811. Automatic Handling of Materials in Nested VolumesNicholas1012812. A Microfacet-Based Shadowing Function to Solve the Bump Terminator ProblemNicholas1012813. Ray Traced Shadows: Maintaining Real-Time Frame RatesNicholas1012814. Ray-Guided Volumetric Water Caustics in Single Scattering Media with DXR
PART 4: SAMPLING, editor: Alexander Keller
Altmice15. On the Importance of SamplingFancyVin16. Sample Transformations ZooAngiewei/slongle17. Ignoring the Inconvenient When Tracing Raysslongle18. Importance Sampling of Many Lights on the GPU
PART 5: DENOISING AND FILTERING, editor: Jacob Munkberg
XBOOS19. Cinematic Rendering in UE4 with Real-Time Ray Tracing and Denoisinggigichq20. Texture Level of Detail Strategies for Real-Time Ray TracingCielrin21. Simple Environment Map Filtering Using Ray Cones and Ray Differentialsbluesummer22. Improving Temporal Antialiasing with Adaptive Ray Tracing
PART 6: HYBRID APPROACHES AND SYSTEMS, editor: Morgan McGuire
quicklyslow23. Interactive Light Map and Irradiance Volume Preview in Frostbitetavechiang24. Real-Time Global Illumination with Photon MappingtankiJong25. Hybrid Rendering for Real-Time Ray TracingtankiJong26. Deferred Hybrid Path Tracing27. Interactive Ray Tracing Techniques for High-Fidelity Scientific Visualization
PART 7: GLOBAL ILLUMINATION, editor: Matt Pharr
qingqhua28. Ray Tracing Inhomogeneous Volumeszhan258629. Efficient Particle Volume Splatting in a Ray TracerFancyVin30. Caustics Using Screen Space Photon Mappingpapalqi31. Variance Reduction via Footprint Estimation in the Presence of Path Reusepapalqi32. Accurate Real-Time Specular Reflections with Radiance Caching
vinjn.com - Democratizing Visual Computing
无耻地插播一段广告,我所在的部门(NVIDIA 上海)正在研发全球领先的 RTX 性能分析工具,在招应届毕业生,要求会 C++ & 任意一种图形 API,欢迎自荐,简历请发到 vincentz@nvidia.com。
我们的工具除了公司内部广泛使用,也被市场部(marketing)的同事拿来在公开场合展示 RTX ON 的性能加速。
比如 Metro Exodus,这是一款 DXR 的 AAA 游戏。

比如最近发布的 Quake2 RTX,这是一款 VKR 游戏。
