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Ray Tracing Gems II = Next Generatio...
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Ray Tracing Gems II = Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX /
紀錄類型:
書目-語言資料,印刷品 : Monograph/item
正題名/作者:
Ray Tracing Gems II/ edited by Adam Marrs, Peter Shirley, Ingo Wald.
其他題名:
Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX /
其他作者:
Wald, Ingo.
面頁冊數:
LVI, 858 p. 876 illus. in color.online resource. :
Contained By:
Springer Nature eBook
標題:
Game Development. -
電子資源:
https://doi.org/10.1007/978-1-4842-7185-8
ISBN:
9781484271858
Ray Tracing Gems II = Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX /
Ray Tracing Gems II
Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX /[electronic resource] :edited by Adam Marrs, Peter Shirley, Ingo Wald. - 1st ed. 2021. - LVI, 858 p. 876 illus. in color.online resource.
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).
Open Access
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.
ISBN: 9781484271858
Standard No.: 10.1007/978-1-4842-7185-8doiSubjects--Topical Terms:
1114505
Game Development.
LC Class. No.: T385
Dewey Class. No.: 006.6
Ray Tracing Gems II = Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX /
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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).
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