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Ray Tracing Gems II - by Adam Marrs & Peter Shirley & Ingo Wald (Paperback)

Ray Tracing Gems II - by  Adam Marrs & Peter Shirley & Ingo Wald (Paperback)
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Last Price: 49.99 USD

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<p/><br></br><p><b> Book Synopsis </b></p></br></br>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.<br><b><i>Ray Tracing Gems II</i></b> 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.<br>What You'll Learn: <ul><li>The latest ray tracing techniques for developing real-time applications in multiple domains</li><li>Case studies from developers and studios who have shipped products that use real-time ray tracing.</li><li>Guidance, advice and best practices for rendering applications with various GPU-based ray tracing APIs (DirectX Raytracing, Vulkan Ray Tracing)</li><li>High performance graphics for 3D graphics, virtual reality, animation, and more</li></ul><br>Who This Book Is For: Game and graphics developers who are looking to leverage the latest hardware and software tools for real-time rendering and ray tracing to enhance their applications across a variety of disciplines.<br><p/><br></br><p><b> From the Back Cover </b></p></br></br>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.<br><b><i>Ray Tracing Gems II</i></b> 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.<br>What You'll Learn: <ul><li>The latest ray tracing techniques for developing real-time applications in multiple domains</li><li>Case studies from developers and studios who have shipped products that use real-time ray tracing.</li><li>Guidance, advice and best practices for rendering applications with various GPU-based ray tracing APIs (DirectX Raytracing, Vulkan Ray Tracing)</li><li>High performance graphics for 3D graphics, virtual reality, animation, and more</li></ul><p/><br></br><p><b> About the Author </b></p></br></br><b>​</b><b>Adam Marrs </b>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.<br><b>Peter Shirley </b>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.<br><b>Ingo Wald </b>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.

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