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...
Saved in:
Corporate Author: | |
---|---|
Other Authors: | , , |
Format: | Electronic eBook |
Language: | English |
Published: |
Berkeley, CA :
Apress : Imprint: Apress,
2021.
|
Edition: | 1st ed. 2021. |
Subjects: | |
Online Access: | Link to Metadata |
Tags: |
Add Tag
No Tags, Be the first to tag this record!
|
MARC
LEADER | 00000nam a22000005i 4500 | ||
---|---|---|---|
001 | 978-1-4842-7185-8 | ||
003 | DE-He213 | ||
005 | 20230810161828.0 | ||
007 | cr nn 008mamaa | ||
008 | 210804s2021 xxu| s |||| 0|eng d | ||
020 | |a 9781484271858 |9 978-1-4842-7185-8 | ||
024 | 7 | |a 10.1007/978-1-4842-7185-8 |2 doi | |
050 | 4 | |a T385 | |
072 | 7 | |a UML |2 bicssc | |
072 | 7 | |a COM012000 |2 bisacsh | |
072 | 7 | |a UML |2 thema | |
082 | 0 | 4 | |a 006.6 |2 23 |
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 | ||
347 | |a text file |b PDF |2 rda | ||
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) | |
773 | 0 | |t Springer Nature eBook | |
776 | 0 | 8 | |i Printed edition: |z 9781484271841 |
776 | 0 | 8 | |i Printed edition: |z 9781484271865 |
776 | 0 | 8 | |i Printed edition: |z 9781484271872 |
776 | 0 | 8 | |i Printed edition: |z 9781484273630 |
776 | 0 | 8 | |i Printed edition: |z 9781484273647 |
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 |
912 | |a ZDB-2-CWD | ||
912 | |a ZDB-2-SXPC | ||
912 | |a ZDB-2-SOB | ||
950 | |a Professional and Applied Computing (SpringerNature-12059) | ||
950 | |a Professional and Applied Computing (R0) (SpringerNature-43716) |