Description
This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware.
What you'll learn:
Who this book is for:
Author: Eric Haines
Publisher: Apress
Published: 02/26/2019
Pages: 607
Binding Type: Hardcover
Weight: 2.80lbs
Size: 10.20h x 8.20w x 1.10d
ISBN13: 9781484244265
ISBN10: 1484244265
BISAC Categories:
- Computers | Software Development & Engineering | Computer Graphics
- Computers | Programming | Games
- Computers | Artificial Intelligence | Computer Vision & Pattern Recognit
What you'll learn:
- The latest ray tracing techniques for developing real-time applications in multiple domains
- Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR)
- How to implement high-performance graphics for interactive visualizations, games, simulations, and more
Who this book is for:
- Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing
- Students looking to learn about best practices in these areas
- Enthusiasts who want to understand and experiment with their new GPUs
Author: Eric Haines
Publisher: Apress
Published: 02/26/2019
Pages: 607
Binding Type: Hardcover
Weight: 2.80lbs
Size: 10.20h x 8.20w x 1.10d
ISBN13: 9781484244265
ISBN10: 1484244265
BISAC Categories:
- Computers | Software Development & Engineering | Computer Graphics
- Computers | Programming | Games
- Computers | Artificial Intelligence | Computer Vision & Pattern Recognit
About the Author
Tomas Akenine-Möller is a Distinguished Research Scientist at NVIDIA, Sweden, since 2016, and currently on leave from his position as professor in computer graphics at Lund University. Tomas couathored Real-Time Rendering and Immersive Linear Algebra, and has written 100+ research papers. Previously, he worked at Ericsson Research and Intel.