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dc.contributor.editorMarrs, Adam
dc.contributor.editorShirley, Peter
dc.contributor.editorWald, Ingo
dc.date.accessioned2021-08-10T07:57:22Z
dc.date.available2021-08-10T07:57:22Z
dc.date.issued2021
dc.identifier.urihttps://library.oapen.org/handle/20.500.12657/50334
dc.description.abstract"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."en_US
dc.languageEnglishen_US
dc.subject.classificationthema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applicationsen_US
dc.subject.otherComputer Graphics;Real-Time Rendering;Ray Tracing;Path Tracing;GPU;DirectX Raytracing;Vulkan Ray Tracing;BVH and Acceleration Structures;Rasterization;Game development;Open Accessen_US
dc.titleRay Tracing Gems IIen_US
dc.title.alternativeNext Generation Real-Time Rendering with DXR, Vulkan, and OptiXen_US
dc.typebook
oapen.identifier.doi10.1007/978-1-4842-7185-8en_US
oapen.relation.isPublishedBy6c6992af-b843-4f46-859c-f6e9998e40d5en_US
oapen.relation.isFundedBy2b710162-8952-497e-822d-d7ac16c38d48en_US
oapen.relation.isbn9781484271841en_US
oapen.imprintApress
oapen.pages858en_US


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