Ray Tracing Gems II Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX
"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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Format: | Electronic Book Chapter |
Language: | English |
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Springer Nature
2021
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Online Access: | DOAB: download the publication DOAB: description of the publication |
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024 | 7 | |a 10.1007/978-1-4842-7185-8 |c doi | |
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100 | 1 | |a Marrs, Adam |4 edt | |
700 | 1 | |a Shirley, Peter |4 edt | |
700 | 1 | |a Wald, Ingo |4 edt | |
700 | 1 | |a Marrs, Adam |4 oth | |
700 | 1 | |a Shirley, Peter |4 oth | |
700 | 1 | |a Wald, Ingo |4 oth | |
245 | 1 | 0 | |a Ray Tracing Gems II |b Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX |
260 | |b Springer Nature |c 2021 | ||
300 | |a 1 electronic resource (858 p.) | ||
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338 | |a online resource |b cr |2 rdacarrier | ||
506 | 0 | |a Open Access |2 star |f Unrestricted online access | |
520 | |a "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." | ||
536 | |a Nvidia | ||
540 | |a Creative Commons |f https://creativecommons.org/licenses/by-nc-nd/4.0/ |2 cc |4 https://creativecommons.org/licenses/by-nc-nd/4.0/ | ||
546 | |a English | ||
650 | 7 | |a Graphical & digital media applications |2 bicssc | |
653 | |a Computer Graphics;Real-Time Rendering;Ray Tracing;Path Tracing;GPU;DirectX Raytracing;Vulkan Ray Tracing;BVH and Acceleration Structures;Rasterization;Game development;Open Access | ||
856 | 4 | 0 | |a www.oapen.org |u https://library.oapen.org/bitstream/20.500.12657/50334/1/9781484271858.pdf |7 0 |z DOAB: download the publication |
856 | 4 | 0 | |a www.oapen.org |u https://directory.doabooks.org/handle/20.500.12854/71602 |7 0 |z DOAB: description of the publication |