Editors:
Explore the capabilities of the latest graphics hardware and APIs
Review a comprehensive collection of ideas, tips, and best practices for real-time ray tracing applications
Learn about real-time ray tracing, hybrid rendering, denoising & filtering, global illumination, and more
With advice from graphics experts at NVIDIA and top game developers in the game industry
Buying options
Table of contents (50 chapters)
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Front Matter
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Ray Tracing Foundations
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Front Matter
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APIs and Tools
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Front Matter
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About this book
- 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
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
Editors and Affiliations
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Apex, USA
Adam Marrs
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Salt Lake City, USA
Peter Shirley, Ingo Wald
About the editors
Bibliographic Information
Book Title: Ray Tracing Gems II
Book Subtitle: Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX
Editors: Adam Marrs, Peter Shirley, Ingo Wald
DOI: https://doi.org/10.1007/978-1-4842-7185-8
Publisher: Apress Berkeley, CA
eBook Packages: Professional and Applied Computing, Professional and Applied Computing (R0), Apress Access Books
Copyright Information: NVIDIA 2021
License: CC BY-NC-ND
Hardcover ISBN: 978-1-4842-7184-1Published: 26 August 2021
Softcover ISBN: 978-1-4842-7187-2Published: 23 August 2021
eBook ISBN: 978-1-4842-7185-8Published: 04 August 2021
Edition Number: 1
Number of Pages: LVI, 858
Number of Illustrations: 876 illustrations in colour
Topics: Computer Graphics, Game Development