Slide 13
Slide 13 text
References
● レンダリング
○ The Visibility Buffer: A Cache-Friendly Approach to Deferred Shading, https://jcgt.org/published/0002/02/04/
○ Spatiotemporal reservoir resampling for real-time ray tracing with dynamic direct lighting,
https://research.nvidia.com/publication/2020-07_spatiotemporal-reservoir-resampling-real-time-ray-tracing-dynamic-direct
○ ReSTIR GI: Path Resampling for Real-Time Path Tracing,
https://research.nvidia.com/publication/2021-06_restir-gi-path-resampling-real-time-path-tracing
○ Generalized Resampled Importance Sampling: Foundations of ReSTIR,
https://research.nvidia.com/publication/2022-07_generalized-resampled-importance-sampling-foundations-restir
○ A Gentle Introduction to ReSTIR: Path Reuse in Real-time, https://intro-to-restir.cwyman.org/
○ Efficient Spatial Resampling Using the PDF Similarity, https://yusuketokuyoshi.com/
○ RTXDI, https://github.com/NVIDIAGameWorks/RTXDI
○ rtxdi-runtime, https://github.com/NVIDIAGameWorks/rtxdi-runtime
○ Spatiotemporal Variance-Guided Filtering: Real-Time Reconstruction for Path-Traced Global Illumination,
https://research.nvidia.com/publication/2017-07_spatiotemporal-variance-guided-filtering-real-time-reconstruction-path-traced
● Vulkan
○ Vulkan Tutorial, https://vulkan-tutorial.com/Introduction
○ ゼロからVulkan Ray Tracing, https://zenn.dev/nishiki/books/f468197dca2dd8
○ Vulkan + GLFWでDear ImGuiを使う, https://zenn.dev/kinankomoti/articles/156fd17b74dcda
○ Vulkan-Samples, https://github.com/KhronosGroup/Vulkan-Samples
○ Vulkan Documentation, https://docs.vulkan.org/spec/latest/index.html
○ NVIDIA Vulkan Ray Tracing Tutorial, https://nvpro-samples.github.io/vk_raytracing_tutorial_KHR/