Ray Tracing Gems II Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX /

Ray Tracing Gems II Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX / [electronic resource] : edited by Adam Marrs, Peter Shirley, Ingo Wald. - 1st ed. 2021. - LVI, 858 p. 876 illus. in color. online resource.

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).

Open Access

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.

9781484271858

10.1007/978-1-4842-7185-8 doi


Computer graphics.
Computer games--Programming.
Computer Graphics.
Game Development.

T385

006.6

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