Ray Tracing Gems II
Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX
Contributor(s)
Marrs, Adam (editor)
Shirley, Peter (editor)
Wald, Ingo (editor)
Language
EnglishAbstract
"The digital version of this book is available now for free – with the print version following very soon!
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 rendering applications 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."
Keywords
Computer Graphics;Real-Time Rendering;Ray Tracing;Path Tracing;GPU;DirectX Raytracing;Vulkan Ray Tracing;BVH and Acceleration Structures;Rasterization;Game development;Open AccessDOI
10.1007/978-1-4842-7185-8ISBN
9781484271841, 9781484271858Publisher
Springer NaturePublisher website
https://www.springernature.com/gp/products/booksPublication date and place
2021Grantor
Imprint
ApressClassification
Graphical and digital media applications