Ray Tracing Gems: High-Quality and Real-Time Rendering with Dxr and Other APIs
Haines, Eric, Akenine-Moller, Tomas
買這商品的人也買了...
-
$880$695 -
$980$774 -
$580$458 -
$1,980$1,940 -
$834$792 -
$384PyQt5 快速開發與實戰
-
$3,980$3,781 -
$780$702 -
$2,200$2,090 -
$1,925$1,829 -
$520$411 -
$403漫畫算法:小灰的算法之旅
-
$293游戲UI設計
-
$403HoloLens 與混合現實開發
-
$580$458 -
$1,670$1,587 -
$580$458 -
$880$695 -
$680$537 -
$1,080$853 -
$500$395 -
$2,150$2,043 -
$780$616 -
$427Python 一行流:像專家一樣寫代碼
-
$2,328$2,205
相關主題
商品描述
This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware.
What you'll learn:
- The latest ray tracing techniques for developing real-time applications in multiple domains
- Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR)
- How to implement high-performance graphics for interactive visualizations, games, simulations, and more
Who this book is for:
- Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing
- Students looking to learn about best practices in these areas
- Enthusiasts who want to understand and experiment with their new GPUs
商品描述(中文翻譯)
這本書對於任何對於即時渲染感興趣的人來說都是必備的。隨著新的光線追蹤應用程式介面(APIs)和支援它們的硬體的宣布,開發人員可以輕鬆地創建以光線追蹤為核心組件的即時應用程式。隨著在GPU上的光線追蹤速度變得更快,它將在即時渲染中扮演更加核心的角色。《光線追蹤寶石》為遊戲開發人員、建築應用程式開發人員、視覺化專家等提供了關鍵的建構模塊。渲染專家們通過解釋從微觀技術到提升任何光線追蹤器的技巧,以及掌握當前和未來硬體的新功能,分享他們的知識。
你將學到什麼:
- 開發多個領域的即時應用程式的最新光線追蹤技術
- 使用Microsoft DirectX Raytracing (DXR)進行渲染應用程式的指導、建議和最佳實踐
- 如何實現高性能圖形,用於互動視覺化、遊戲、模擬等
適合閱讀對象:
- 希望利用最新的API和GPU技術進行即時渲染和光線追蹤的開發人員
- 希望學習這些領域最佳實踐的學生
- 希望了解並實驗他們的新GPU的愛好者
作者簡介
Tomas Akenine-Möller is a Distinguished Research Scientist at NVIDIA, Sweden, since 2016, and currently on leave from his position as professor in computer graphics at Lund University. Tomas couathored Real-Time Rendering and Immersive Linear Algebra, and has written 100+ research papers. Previously, he worked at Ericsson Research and Intel.
Eric Haines currently works at NVIDIA on interactive ray tracing. He co-authored the books Real-Time Rendering, 4th Edition and An Introduction to Ray Tracing, edited The Ray Tracing News, and cofounded the Journal of Graphics Tools and the Journal of Computer Graphics Techniques. He is also the creator and lecturer for the Udacity MOOC Interactive 3D Graphics.
作者簡介(中文翻譯)
Tomas Akenine-Möller是自2016年起在瑞典NVIDIA擔任杰出研究科學家,目前暫時離開他在隆德大學的計算機圖形學教授職位。Tomas是《即時渲染》和《沉浸式線性代數》的合著者,並發表了100多篇研究論文。在此之前,他曾在愛立信研究和英特爾工作。
Eric Haines目前在NVIDIA從事交互式光線追蹤工作。他是《即時渲染》第四版和《光線追蹤入門》的合著者,編輯了《光線追蹤新聞》,並共同創辦了《圖形工具期刊》和《計算機圖形技術期刊》。他還是Udacity MOOC互動式3D圖形的創建者和講師。