Ray tracing gems II : next generation real-time rendering with DXR, Vulkan, and OptiX / edited by Adam Marrs, Peter Shirley, Ingo Wald ; section editors, Per Christensen [and seven others].
2021
T385 .R39 2021
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Title
Ray tracing gems II : next generation real-time rendering with DXR, Vulkan, and OptiX / edited by Adam Marrs, Peter Shirley, Ingo Wald ; section editors, Per Christensen [and seven others].
ISBN
9781484271858 (electronic bk.)
1484271858 (electronic bk.)
9781484271841
1484271858 (electronic bk.)
9781484271841
Published
[Berkeley] : Apress, [2021]
Copyright
©2021
Language
English
Description
1 online resource (lvi, 858 pages) : color illustrations
Item Number
10.1007/978-1-4842-7185-8 doi
Call Number
T385 .R39 2021
Dewey Decimal Classification
006.6
Summary
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.
Access Note
Open access
Source of Description
Online resource; title from PDF title page (SpringerLink, viewed August 24, 2021).
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Online Access
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Table of Contents
Preface
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).
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).