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- Title Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs
- Author(s) Eric Haines (Editor), Tomas Akenine-Möller (Editor)
- Publisher: Apress (March 1, 2019); eBook (Open Access Edition)
- License(s): CC BY 4.0
- Paperback 652 pages
- eBook PDF (622 pages)
- Language: English
- ISBN-10: 1484244281
- ISBN-13: 978-1484244289
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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.
It 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
- N/A
- Computer Graphics, 3D, Animation and Imaging
- Computer and Video Game Development and Programming
- C++ Programming
- C Programming

- Ray Tracing Gems: High-Quality and Real-Time Rendering with DXR and Other APIs
- The Mirror Site (1) - PDF
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Ray Tracing Gems II: Real-Time Rendering with DXR, Vulkan, OptiX
This 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.
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An Introduction to Ray Tracing (Andrew S. Glassner, et al.)
This book develops from fundamental principles to advanced applications, providing "how-to" procedures as well as a detailed understanding of the scientific foundations of Ray Tracing. It is also richly illustrated with four-color and black-and-white plates.
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Ray Tracing in One Weekend (Peter Shirley)
This informal book takes you through most of the author's university course on Ray Tracing. Each mini-chapter adds one feature to the ray tracer, and by the end the reader can produce the image on the book cover.
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Blender Basics: A Classroom Tutorial Book (J. Chronister)
This book is a definitive resource for getting started with 3D art in Blender, one of the most popular 3D/Animation tools on the market. It covers the philosophy behind this ingenious software that so many 3D artists are turning to today.
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3D Rendering: An Introduction (Wikibooks)
This book will take you through the process of texturing, lighting, rendering, compositing, and post-processing to make a photo-realistic 3D render. It highlights two basic geometry types, polygons and NURBS surfaces, etc.
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Direct3D Succinctly: Develop fully 3-D Games and Applications
Requiring only a background in C++, this book will guide you through the process of developing your own 3-D applications. It helps you fully leverage the potential capabilities of Direct3D.
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