- Format
- Inbunden (Hardback)
- Språk
- Engelska
- Antal sidor
- 858
- Utgivningsdatum
- 2021-08-26
- Upplaga
- 1st ed.
- Förlag
- APress
- Medarbetare
- Marrs, Adam (ed.), Shirley, Peter (ed.), Wald, Ingo (ed.)
- Illustrationer
- 876 Illustrations, color; LVI, 858 p. 876 illus. in color.
- Dimensioner
- 259 x 208 x 41 mm
- Vikt
- Antal komponenter
- 1
- Komponenter
- 1 Hardback
- ISBN
- 9781484271841
- 2043 g
Ray Tracing Gems II
Next Generation Real-Time Rendering with DXR, Vulkan, and OptiX
- Skickas inom 10-15 vardagar.
- Gratis frakt inom Sverige över 199 kr för privatpersoner.
Passar bra ihop
De som köpt den här boken har ofta också köpt Tomorrow, And Tomorrow, And Tomorrow av Gabrielle Zevin (häftad).
Köp båda 2 för 921 krKundrecensioner
Fler böcker av författarna
-
Essentials of Interactive Computer Graphics
Kelvin Sung, Peter Shirley, Steven Baer
-
Realistic Ray Tracing
Peter Shirley, R Keith Morley
-
High Dynamic Range Video
Alan Chalmers, Patrizio Campisi, Peter Shirley, Igor Garcia Olaizola
-
Fundamentals of Computer Graphics
Steve Marschner, Peter Shirley
Övrig information
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.
Innehållsförteckning
PrefaceForewordIntroductionChapter 1: Ray Tracing FundamentalsChapter 2: APIsChapter 3: Shading and SamplingChapter 4: Denoising, Reconstruction, and FilteringChapter 5: Performance and OptimizationChapter 6: Transitioning Ray TracingChapter 7: Hybrid Rendering TechniquesChapter 8: Global IlluminationChapter 9: Ray Tracing in the Wild (Case Studies)