
Ray Tracing Gems II
Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX
APress
Published on 26. August 2021
Book
Hardback
LVI, 858 pages
978-1-4842-7184-1 (ISBN)
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:
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.
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.
More details
Edition
First Edition
Language
English
Place of publication
Berkeley
United States
Target group
Professional and scholarly
Product notice
sewn/stitched
Cloth over boards
Illustrations
876 farbige Abbildungen
LVI, 858 p. 876 illus. in color.
Dimensions
Height: 260 mm
Width: 183 mm
Thickness: 51 mm
Weight
2090 gr
ISBN-13
978-1-4842-7184-1 (9781484271841)
DOI
10.1007/978-1-4842-7185-8
Schweitzer Classification
Other editions
Additional editions

Adam Marrs | Peter Shirley | Ingo Wald
Ray Tracing Gems II
Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX
Book
08/2021
APress
€53.49
Shipment within 15-20 days
Persons
Adam Marrs
is a Senior Graphics Engineer in the Game Engines and Core Technology group at NVIDIA. He holds a PhD in computer science, has conducted graphics research in academia and industry, published at HPG, Eurographics, JCGT, and wrote for the GPU Zen 2 and Ray Tracing Gems books. He has shipped graphics code in AAA game titles and commercial game engines.
Peter Shirley is a Distinguished Engineer in the Research group at NVIDIA. He holds a PhD in computer science and has worked in academics, startup companies, and industry. He is the author of several books including the recent Ray Tracing in One Weekend series.
Ingo Wald is a Director, Ray Tracing, at NVIDIA. He holds a PhD in computer science, has a long history of ray tracing related research in both academia and industry, and is probably best known for authoring and co-authoring various papers and open-source software project related to rendering, visualization, data structures, and other topics that in one or another form usually involve ray tracing.
Peter Shirley is a Distinguished Engineer in the Research group at NVIDIA. He holds a PhD in computer science and has worked in academics, startup companies, and industry. He is the author of several books including the recent Ray Tracing in One Weekend series.
Ingo Wald is a Director, Ray Tracing, at NVIDIA. He holds a PhD in computer science, has a long history of ray tracing related research in both academia and industry, and is probably best known for authoring and co-authoring various papers and open-source software project related to rendering, visualization, data structures, and other topics that in one or another form usually involve ray tracing.
Content
Preface.- Foreword.- Introduction.- Chapter 1: Ray Tracing Fundamentals.- Chapter 2: APIs.- Chapter 3: Shading and SamplingChapter 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).