Produktbild: Ray Tracing Gems II
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Ray Tracing Gems II Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX

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56,99 € UVP 64,19 €

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Beschreibung

Produktdetails

Einband

Gebundene Ausgabe

Erscheinungsdatum

26.08.2021

Abbildungen

LVI, 858 p. 876 illus. in color.

Herausgeber

Adam Marrs + weitere

Verlag

Apress

Seitenzahl

858

Maße (L/B/H)

26/18,3/5,1 cm

Gewicht

2090 g

Sprache

Englisch

ISBN

978-1-4842-7184-1

Beschreibung

Portrait



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.

Produktdetails

Einband

Gebundene Ausgabe

Erscheinungsdatum

26.08.2021

Abbildungen

LVI, 858 p. 876 illus. in color.

Herausgeber

Verlag

Apress

Seitenzahl

858

Maße (L/B/H)

26/18,3/5,1 cm

Gewicht

2090 g

Sprache

Englisch

ISBN

978-1-4842-7184-1

Herstelleradresse

Libri GmbH
Europaallee 1
36244 Bad Hersfeld
DE

Email: gpsr@libri.de

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  • Produktbild: Ray Tracing Gems II
  • 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).