Buch, Englisch, 858 Seiten, Format (B × H): 178 mm x 254 mm, Gewicht: 1835 g
Next Generation Real-Time Rendering with Dxr, Vulkan, and Optix
Buch, Englisch, 858 Seiten, Format (B × H): 178 mm x 254 mm, Gewicht: 1835 g
ISBN: 978-1-4842-7187-2
Verlag: Apress
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 renderingapplications 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.
Autoren/Hrsg.
Fachgebiete
Weitere Infos & Material
Preface.- Foreword.- Introduction.- Chapter 1: Ray Tracing Fundamentals.- Chapter 2: APIs.- Chapter 3: Shading and SamplingChapter 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).




