000 | 03570nam a22005775i 4500 | ||
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001 | 978-1-4842-7185-8 | ||
003 | DE-He213 | ||
005 | 20240508091357.0 | ||
007 | cr nn 008mamaa | ||
008 | 210804s2021 xxu| s |||| 0|eng d | ||
020 |
_a9781484271858 _9978-1-4842-7185-8 |
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024 | 7 |
_a10.1007/978-1-4842-7185-8 _2doi |
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072 | 7 |
_aUML _2bicssc |
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_aCOM012000 _2bisacsh |
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245 | 1 | 0 |
_aRay Tracing Gems II _h[electronic resource] : _bNext Generation Real-Time Rendering with DXR, Vulkan, and OptiX / _cedited by Adam Marrs, Peter Shirley, Ingo Wald. |
250 | _a1st ed. 2021. | ||
264 | 1 |
_aBerkeley, CA : _bApress : _bImprint: Apress, _c2021. |
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300 |
_aLVI, 858 p. 876 illus. in color. _bonline resource. |
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_atext _btxt _2rdacontent |
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_acomputer _bc _2rdamedia |
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_aonline resource _bcr _2rdacarrier |
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_atext file _bPDF _2rda |
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505 | 0 | _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). | |
506 | 0 | _aOpen Access | |
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. | ||
650 | 0 | _aComputer graphics. | |
650 | 0 |
_aComputer games _xProgramming. |
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650 | 1 | 4 | _aComputer Graphics. |
650 | 2 | 4 | _aGame Development. |
700 | 1 |
_aMarrs, Adam. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
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700 | 1 |
_aShirley, Peter. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
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700 | 1 |
_aWald, Ingo. _eeditor. _4edt _4http://id.loc.gov/vocabulary/relators/edt |
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710 | 2 | _aSpringerLink (Online service) | |
773 | 0 | _tSpringer Nature eBook | |
776 | 0 | 8 |
_iPrinted edition: _z9781484271841 |
776 | 0 | 8 |
_iPrinted edition: _z9781484271865 |
776 | 0 | 8 |
_iPrinted edition: _z9781484271872 |
776 | 0 | 8 |
_iPrinted edition: _z9781484273630 |
776 | 0 | 8 |
_iPrinted edition: _z9781484273647 |
776 | 0 | 8 |
_iPrinted edition: _z9781484273654 |
776 | 0 | 8 |
_iPrinted edition: _z9781484273661 |
856 | 4 | 0 | _uhttps://doi.org/10.1007/978-1-4842-7185-8 |
912 | _aZDB-2-CWD | ||
912 | _aZDB-2-SXPC | ||
912 | _aZDB-2-SOB | ||
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