9781484271841-148427184X-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

ISBN-13: 9781484271841
ISBN-10: 148427184X
Edition: 1st ed.
Author: Peter Shirley, Adam Marrs, Ingo Wald
Publication date: 2021
Publisher: Apress
Format: Hardcover 914 pages
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Book details

ISBN-13: 9781484271841
ISBN-10: 148427184X
Edition: 1st ed.
Author: Peter Shirley, Adam Marrs, Ingo Wald
Publication date: 2021
Publisher: Apress
Format: Hardcover 914 pages

Summary

Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX (ISBN-13: 9781484271841 and ISBN-10: 148427184X), written by authors Peter Shirley, Adam Marrs, Ingo Wald, was published by Apress in 2021. With an overall rating of 4.2 stars, it's a notable title among other Rendering & Ray Tracing (Graphics & Design, Game Programming, Programming, Software Design, Testing & Engineering) books. You can easily purchase or rent Ray Tracing Gems II: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX (Hardcover) from BooksRun, along with many other new and used Rendering & Ray Tracing books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $4.22.

Description

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.

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