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            Ray Tracing Gems II

            Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX

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            Contributor(s)
            Marrs, Adam (editor)
            Shirley, Peter (editor)
            Wald, Ingo (editor)
            Language
            English
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            Abstract
            "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."
            URI
            https://doab-dev.siscern.org/handle/20.500.12854/187327
            Keywords
            Computer Graphics;Real-Time Rendering;Ray Tracing;Path Tracing;GPU;DirectX Raytracing;Vulkan Ray Tracing;BVH and Acceleration Structures;Rasterization;Game development;Open Access; thema EDItEUR::U Computing and Information Technology::UG Graphical and digital media applications
            DOI
            10.1007/978-1-4842-7185-8
            ISBN
            9781484271841
            Publisher
            Springer Nature
            Publisher website
            http://www.springernature.com/oabooks
            Publication date and place
            2021
            Grantor
            • Nvidia
            Imprint
            Apress
            Pages
            858
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            Credits


            • logo Investir l'avenirInvestir l'avenir
            • logo MESRIMESRI
            • logo EUEuropean Union
              This project received funding from the European Union’s Horizon 2020 research and innovation programme under grant agreement No 871069.

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