Ray Tracing Gems II
Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX
dc.contributor.editor | Marrs, Adam | |
dc.contributor.editor | Shirley, Peter | |
dc.contributor.editor | Wald, Ingo | |
dc.date.accessioned | 2021-08-10T07:57:22Z | |
dc.date.available | 2021-08-10T07:57:22Z | |
dc.date.issued | 2021 | |
dc.identifier.uri | https://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.language | English | en_US |
dc.subject.classification | thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications | en_US |
dc.subject.other | Computer Graphics;Real-Time Rendering;Ray Tracing;Path Tracing;GPU;DirectX Raytracing;Vulkan Ray Tracing;BVH and Acceleration Structures;Rasterization;Game development;Open Access | en_US |
dc.title | Ray Tracing Gems II | en_US |
dc.title.alternative | Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX | en_US |
dc.type | book | |
oapen.identifier.doi | 10.1007/978-1-4842-7185-8 | en_US |
oapen.relation.isPublishedBy | 6c6992af-b843-4f46-859c-f6e9998e40d5 | en_US |
oapen.relation.isFundedBy | 2b710162-8952-497e-822d-d7ac16c38d48 | en_US |
oapen.relation.isbn | 9781484271841 | en_US |
oapen.imprint | Apress | |
oapen.pages | 858 | en_US |