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Ray Tracing Gems II -

Ray Tracing Gems II

Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX
Buch | Hardcover
858 Seiten
2021 | 1st ed.
Apress (Verlag)
978-1-4842-7184-1 (ISBN)
CHF 74,85 inkl. MwSt
This Open Access book is a must-have for anyone interested in real-time rendering. Ray tracing is the holy grail of gaming graphics, simulating the physical behavior of light to bring real-time, cinematic-quality rendering to even the most visually intense games. Ray tracing is also a fundamental algorithm used for architecture applications, visualization, sound simulation, deep learning, and more.
Ray Tracing Gems II is written by industry experts with a particular focus on ray tracing, and it offers a practical means to master the new capabilities of current and future GPUs with the latest graphics APIs.
What You'll Learn:

The latest ray tracing techniques for developing real-time applications in multiple domains
Case studies from developers and studios who have shipped products that use real-time ray tracing.
Guidance, advice and best practices for renderingapplications with various GPU-based ray tracing APIs (DirectX Raytracing, Vulkan Ray Tracing)
High performance graphics for 3D graphics, virtual reality, animation, and more


Who This Book Is For:Game and graphics developers who are looking to leverage the latest hardware and software tools for real-time rendering and ray tracing to enhance their applications across a variety of disciplines.

​Adam Marrs is a Senior Graphics Engineer in the Game Engines and Core Technology group at NVIDIA. He holds a PhD in computer science, has conducted graphics research in academia and industry, published at HPG, Eurographics, JCGT, and wrote for the GPU Zen 2 and Ray Tracing Gems books. He has shipped graphics code in AAA game titles and commercial game engines. Peter Shirley is a Distinguished Engineer in the Research group at NVIDIA. He holds a PhD in computer science and has worked in academics, startup companies, and industry. He is the author of several books including the recent Ray Tracing in One Weekend series. Ingo Wald is a Director, Ray Tracing, at NVIDIA. He holds a PhD in computer science, has a long history of ray tracing related research in both academia and industry, and is probably best known for authoring and co-authoring various papers and open-source software project related to rendering, visualization, data structures, and other topics that in one or another form usually involve ray tracing.

Preface.- Foreword.- Introduction.- Chapter 1: Ray Tracing Fundamentals.- Chapter 2: APIs.- Chapter 3: Shading and SamplingChapter 4: Denoising, Reconstruction, and Filtering.- Chapter 5: Performance and Optimization.- Chapter 6: Transitioning Ray Tracing.- Chapter 7: Hybrid Rendering Techniques.- Chapter 8: Global Illumination.- Chapter 9: Ray Tracing in the Wild (Case Studies).

Erscheinungsdatum
Zusatzinfo 876 Illustrations, color; LVI, 858 p. 876 illus. in color.
Verlagsort Berkley
Sprache englisch
Maße 178 x 254 mm
Themenwelt Informatik Software Entwicklung Spieleprogrammierung
Schlagworte BVH and Acceleration Structures • Computer Graphics • DirectX Raytracing • Game Development • GPU • open access • Path Tracing • rasterization • Ray tracing • Real-Time Rendering • Vulkan Ray Tracing
ISBN-10 1-4842-7184-X / 148427184X
ISBN-13 978-1-4842-7184-1 / 9781484271841
Zustand Neuware
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Buch | Softcover (2023)
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