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Table of contents

  1. Front Matter
    Pages i-xliv
  2. Ray Tracing Basics

    1. Front Matter
      Pages 2-6
    2. Eric Haines, Peter Shirley
      Pages 7-14 Open Access
    3. Peter Shirley, Ingo Wald, Tomas Akenine-Möller, Eric Haines
      Pages 15-19 Open Access
    4. Chris Wyman, Adam Marrs
      Pages 21-47 Open Access
    5. John E. Stone
      Pages 49-60 Open Access
    6. Ingo Wald
      Pages 61-70 Open Access
  3. Intersections and Efficiency

    1. Front Matter
      Pages 72-76
    2. Carsten Wächter, Nikolaus Binder
      Pages 77-85 Open Access
    3. Eric Haines, Johannes Günther, Tomas Akenine-Möller
      Pages 87-94 Open Access
    4. Christiaan Gribble
      Pages 111-125 Open Access
    5. Dietger van Antwerpen, Daniel Seibert, Alexander Keller
      Pages 127-133 Open Access
  4. Reflections, Refractions, and Shadows

    1. Front Matter
      Pages 134-138
    2. Carsten Wächter, Matthias Raab
      Pages 139-147 Open Access
    3. Alejandro Conty Estevez, Pascal Lecocq, Clifford Stein
      Pages 149-158 Open Access
    4. Jakub Boksansky, Michael Wimmer, Jiri Bittner
      Pages 159-182 Open Access
  5. Sampling

    1. Front Matter
      Pages 202-205
    2. Matt Pharr
      Pages 207-222 Open Access

About this book

Introduction

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: 
  • 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 is this book 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

  • Eric Haines
    • 1
  • Tomas Akenine-Möller
    • 2
  1. 1.SomervilleUSA
  2. 2.Lund UniversityLundSweden

About the editors

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.


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