Ray Tracing Gems II Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX
| dc.contributor.author | Adam Marrs | |
| dc.contributor.author | Peter Shirley | |
| dc.date.accessioned | 2026-02-18T15:21:25Z | |
| dc.date.available | 2026-02-18T15:21:25Z | |
| dc.date.issued | 2021 | |
| dc.description | Libro electrónico | |
| dc.description.abstract | This 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.isbn | 978-3-319-69623-913 | |
| dc.identifier.other | https://doi.org/10.1007/978-1-4842-7185-8 | |
| dc.identifier.uri | https://link.springer.com/openurl?genre=book&isbn=978-1-4842-7185-8 | |
| dc.identifier.uri | http://bibliovirtual.umar.mx:4000/handle/123456789/1859 | |
| dc.language.iso | en_US | |
| dc.publisher | Apress | |
| dc.title | Ray Tracing Gems II Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX | |
| dc.type | Book | |
| eperson.firstname | nombre | |
| person.jobTitle | trabajo |
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