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

dc.contributor.authorAdam Marrs
dc.contributor.authorPeter Shirley
dc.date.accessioned2026-02-18T15:21:25Z
dc.date.available2026-02-18T15:21:25Z
dc.date.issued2021
dc.descriptionLibro electrónico
dc.description.abstractThis 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.
dc.identifier.isbn978-3-319-69623-913
dc.identifier.otherhttps://doi.org/10.1007/978-1-4842-7185-8
dc.identifier.urihttps://link.springer.com/openurl?genre=book&isbn=978-1-4842-7185-8
dc.identifier.urihttp://bibliovirtual.umar.mx:4000/handle/123456789/1859
dc.language.isoen_US
dc.publisherApress
dc.titleRay Tracing Gems II Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX
dc.typeBook
eperson.firstnamenombre
person.jobTitletrabajo

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