Ray Tracing Gems II

"The digital version of this book is available now for free – with the print version following very soon! 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 r...

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Formaat: Online
Taal:Engels
Gepubliceerd in: Springer Nature 2021
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Online toegang:OCN: 1264708592
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collection Directory of Open Access Books
description "The digital version of this book is available now for free – with the print version following very soon! 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 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."
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institution Directory of Open Access Books
language eng
publishDate 2021
publishDateRange 2021
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publisher Springer Nature
publisherStr Springer Nature
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spelling doab-20.500.12854ir-716022025-08-13T14:10:51Z Ray Tracing Gems II Marrs, Adam Shirley, Peter Wald, Ingo Computer Graphics;Real-Time Rendering;Ray Tracing;Path Tracing;GPU;DirectX Raytracing;Vulkan Ray Tracing;BVH and Acceleration Structures;Rasterization;Game development;Open Access thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications "The digital version of this book is available now for free – with the print version following very soon! 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 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." 2021-08-11T04:01:31Z 2021-08-11T04:01:31Z 2021-08-10T07:57:22Z 2021 book OCN: 1264708592 https://library.oapen.org/handle/20.500.12657/50334 9781484271841 https://directory.doabooks.org/handle/20.500.12854/71602 eng open access image/jpeg image/jpeg image/jpeg Attribution-NonCommercial-NoDerivatives 4.0 International Attribution-NonCommercial-NoDerivatives 4.0 International Attribution-NonCommercial-NoDerivatives 4.0 International https://library.oapen.org/bitstream/20.500.12657/50334/1/9781484271858.pdf https://library.oapen.org/bitstream/20.500.12657/50334/1/9781484271858.pdf https://library.oapen.org/bitstream/20.500.12657/50334/1/9781484271858.pdf Springer Nature Apress 10.1007/978-1-4842-7185-8 10.1007/978-1-4842-7185-8 9fa3421d-f917-4153-b9ab-fc337c396b5a Nvidia 2b710162-8952-497e-822d-d7ac16c38d48 9781484271841 Apress 858 open access
spellingShingle Computer Graphics;Real-Time Rendering;Ray Tracing;Path Tracing;GPU;DirectX Raytracing;Vulkan Ray Tracing;BVH and Acceleration Structures;Rasterization;Game development;Open Access
thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications
thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications
Ray Tracing Gems II
title Ray Tracing Gems II
title_full Ray Tracing Gems II
title_fullStr Ray Tracing Gems II
title_full_unstemmed Ray Tracing Gems II
title_short Ray Tracing Gems II
title_sort ray tracing gems ii
topic Computer Graphics;Real-Time Rendering;Ray Tracing;Path Tracing;GPU;DirectX Raytracing;Vulkan Ray Tracing;BVH and Acceleration Structures;Rasterization;Game development;Open Access
thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications
thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications
topic_facet Computer Graphics;Real-Time Rendering;Ray Tracing;Path Tracing;GPU;DirectX Raytracing;Vulkan Ray Tracing;BVH and Acceleration Structures;Rasterization;Game development;Open Access
thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications
thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications
url OCN: 1264708592