Editors:
A collection of ideas, tips, and best practices for real-time ray tracing applications, created by graphics experts
Explores the capabilities of the latest APIs from Microsoft and other companies
Topics include efficiency, sampling, hybrid rasterization/ray-tracing systems, global illumination, and more
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Table of contents (32 chapters)
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Front Matter
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Ray Tracing Basics
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Front Matter
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Intersections and Efficiency
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Front Matter
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Reflections, Refractions, and Shadows
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Front Matter
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Sampling
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Front Matter
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About this book
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
Keywords
- Rendering
- Computer graphics
- GPU
- GPGPU
- general purpose gpu
- virtual reality
- VR
- rasterization
- DirectX
Editors and Affiliations
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Somerville, USA
Eric Haines
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Lund University, Lund, Sweden
Tomas Akenine-Möller
About the editors
Eric Haines currently works at NVIDIA on interactive ray tracing. He co-authored the books Real-Time Rendering, 4th Edition and An Introduction to Ray Tracing, edited The Ray Tracing News, and cofounded the Journal of Graphics Tools and the Journal of Computer Graphics Techniques. He is also the creator and lecturer for the Udacity MOOC Interactive 3D Graphics.
Bibliographic Information
Book Title: Ray Tracing Gems
Book Subtitle: High-Quality and Real-Time Rendering with DXR and Other APIs
Editors: Eric Haines, Tomas Akenine-Möller
DOI: https://doi.org/10.1007/978-1-4842-4427-2
Publisher: Apress Berkeley, CA
eBook Packages: Professional and Applied Computing, Professional and Applied Computing (R0), Apress Access Books
Copyright Information: NVIDIA 2019
License: CC BY-NC-ND
Hardcover ISBN: 978-1-4842-4426-5Published: 26 February 2019
eBook ISBN: 978-1-4842-4427-2Published: 25 February 2019
Edition Number: 1
Number of Pages: XLIV, 607
Number of Illustrations: 40 b/w illustrations, 322 illustrations in colour
Topics: Computer Graphics, Game Development, Image Processing and Computer Vision