001431117 000__ 03111cam\a2200481\i\4500 001431117 001__ 1431117 001431117 003__ OCoLC 001431117 005__ 20230308003221.0 001431117 006__ m\\\\\o\\d\\\\\\\\ 001431117 007__ cr\cn\nnnunnun 001431117 008__ 210824s2021\\\\caua\\\\o\\\\\000\0\eng\d 001431117 020__ $$a9781484271858$$q(electronic bk.) 001431117 020__ $$a1484271858$$q(electronic bk.) 001431117 020__ $$z9781484271841 001431117 0247_ $$a10.1007/978-1-4842-7185-8$$2doi 001431117 035__ $$aSP(OCoLC)1264708592 001431117 040__ $$aGW5XE$$beng$$erda$$epn$$cGW5XE$$dOCLCO$$dOCLCF$$dOCLCO$$dOCLCQ$$dEBLCP$$dOCLCQ 001431117 049__ $$aISEA 001431117 050_4 $$aT385$$b.R39 2021 001431117 08204 $$a006.6$$223 001431117 24500 $$aRay tracing gems II :$$bnext generation real-time rendering with DXR, Vulkan, and OptiX /$$cedited by Adam Marrs, Peter Shirley, Ingo Wald ; section editors, Per Christensen [and seven others]. 001431117 264_1 $$a[Berkeley] :$$bApress,$$c[2021] 001431117 264_4 $$c©2021 001431117 300__ $$a1 online resource (lvi, 858 pages) :$$bcolor illustrations 001431117 336__ $$atext$$btxt$$2rdacontent 001431117 337__ $$acomputer$$bc$$2rdamedia 001431117 338__ $$aonline resource$$bcr$$2rdacarrier 001431117 5050_ $$aPreface -- Foreword -- Introduction -- Chapter 1: Ray Tracing Fundamentals -- Chapter 2: APIs -- Chapter 3: Shading and Sampling Chapter 4: Denoising, Reconstruction, and Filtering -- Chapter 5: Performance and Optimization -- Chapter 6: Transitioning Ray Tracing -- Chapter 7: Hybrid Rendering Techniques -- Chapter 8: Global Illumination -- Chapter 9: Ray Tracing in the Wild (Case Studies). 001431117 5060_ $$aOpen access$$5GW5XE 001431117 520__ $$aThis 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. 001431117 588__ $$aOnline resource; title from PDF title page (SpringerLink, viewed August 24, 2021). 001431117 650_0 $$aRay tracing algorithms. 001431117 650_6 $$aLancer de rayons. 001431117 655_0 $$aElectronic books. 001431117 7001_ $$aMarrs, Adam,$$eeditor. 001431117 7001_ $$aShirley, Peter,$$d1963-$$eeditor. 001431117 7001_ $$aWald, Ingo,$$eeditor. 001431117 852__ $$bebk 001431117 85640 $$3Springer Nature$$uhttps://link.springer.com/10.1007/978-1-4842-7185-8$$zOnline Access$$91397441.2 001431117 909CO $$ooai:library.usi.edu:1431117$$pGLOBAL_SET 001431117 980__ $$aBIB 001431117 980__ $$aEBOOK 001431117 982__ $$aEbook 001431117 983__ $$aOnline 001431117 994__ $$a92$$bISE