Marc Späni; Michael Marrak; Stephen Kotowych; Thomas Ziegler; Norbert Stöbe; Karsten Kruschel; Thomas Adam Sieber; Hammer Amrun Verlag&Buchhandel (2015) Pehmeäkantinen kirja
Apress Sivumäärä: 858 sivua Asu: Kovakantinen kirja Julkaisuvuosi: 2021, 26.08.2021 (lisätietoa) Kieli: Englanti
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 renderingapplications 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.