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 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 domainsCase studies from developers and studios who have shipped products that use real-time ray tracing.Guidance, advice and best practices for renderingapplications with various GPU-based ray tracing APIs (DirectX Raytracing, Vulkan Ray Tracing)High performance graphics for 3D graphics, virtual reality, animation, and moreWho 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.
ISBN: | 9781484271841 |
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Sprache: | Englisch |
Seitenzahl: | 858 |
Produktart: | Gebunden |
Herausgeber: | Marrs, Adam Shirley, Peter Wald, Ingo |
Verlag: | APRESS |
Veröffentlicht: | 26.08.2021 |
Untertitel: | Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX |
Schlagworte: | BVH and Acceleration Structures Computer Graphics DirectX Raytracing GPU Game development Path Tracing Rasterization Ray Tracing Real-Time Rendering Vulkan Ray Tracing |
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