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

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 al...

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Bibliographic Details
Corporate Author: SpringerLink (Online service)
Other Authors: Marrs, Adam (Editor), Shirley, Peter (Editor), Wald, Ingo (Editor)
Format: Electronic eBook
Language:English
Published: Berkeley, CA : Apress : Imprint: Apress, 2021.
Edition:1st ed. 2021.
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Online Access:Link to Metadata
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245 1 0 |a Ray Tracing Gems II  |h [electronic resource] :  |b Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX /  |c edited by Adam Marrs, Peter Shirley, Ingo Wald. 
250 |a 1st ed. 2021. 
264 1 |a Berkeley, CA :  |b Apress :  |b Imprint: Apress,  |c 2021. 
300 |a LVI, 858 p. 876 illus. in color.  |b online resource. 
336 |a text  |b txt  |2 rdacontent 
337 |a computer  |b c  |2 rdamedia 
338 |a online resource  |b cr  |2 rdacarrier 
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505 0 |a 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). 
506 0 |a Open Access 
520 |a 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. 
650 0 |a Computer graphics. 
650 0 |a Computer games  |x Programming. 
650 1 4 |a Computer Graphics. 
650 2 4 |a Game Development. 
700 1 |a Marrs, Adam.  |e editor.  |4 edt  |4 http://id.loc.gov/vocabulary/relators/edt 
700 1 |a Shirley, Peter.  |e editor.  |4 edt  |4 http://id.loc.gov/vocabulary/relators/edt 
700 1 |a Wald, Ingo.  |e editor.  |4 edt  |4 http://id.loc.gov/vocabulary/relators/edt 
710 2 |a SpringerLink (Online service) 
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776 0 8 |i Printed edition:  |z 9781484271841 
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776 0 8 |i Printed edition:  |z 9781484273654 
776 0 8 |i Printed edition:  |z 9781484273661 
856 4 0 |u https://doi.org/10.1007/978-1-4842-7185-8  |z Link to Metadata 
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