TY - BOOK AU - Marrs,Adam AU - Shirley,Peter AU - Wald,Ingo ED - SpringerLink (Online service) TI - Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX SN - 9781484271858 AV - T385 U1 - 006.6 23 PY - 2021/// CY - Berkeley, CA PB - Apress, Imprint: Apress KW - Computer graphics KW - Computer games KW - Programming KW - Computer Graphics KW - Game Development N1 - 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 N2 - 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 UR - https://doi.org/10.1007/978-1-4842-7185-8 ER -