Get a thorough understanding of ray tracing and GPU architecture starting with CUDA with examples in DXR (DirectX Ray Tracing API). A path tracer implementation will be presented to cover the practical side.
We will present main intersection routines and then explain the rendering equation and how the path tracing algorithm is used to implement a solution to the rendering equation. Finally, we will talk about how to choose the right probability distribution function and importance sampling to better approximate the BRDF and reduce the noise in the rendered image.
By the end of this book, the reader should have a clear idea of how ray tracing and the rendering equation are used to solve the global illumination problem. We will also learn how the thread are scheduled and managed by the GPU in the context of compute-based approaches. The reader will learn the Monte Carlo integration to estimate rendering equation and find a good approximation to the infinite dimensional integral.
You Will
• Understand the most common GPU architectures
• Setup a fully functional ray tracing ecosystem
• Learn how to ray trace in CUDA as well as DirectX 12 (DXR)
Who Is This Book For
This book is for the Graphics/Rendering Engineer who want to start learning the new real-time ray tracing API (DXR) introduced with the advent of the GPUs based on the NVIDIA Turing architecture. We assume knowledge of basic graphics programming principles.
Les informations fournies dans la section « Synopsis » peuvent faire référence à une autre édition de ce titre.
Fabio Suriano is a game developer, specializing in Graphics Programming. He is presently working as a Senior Graphics Programmer for LightFury Games. His main interests range from rendering techniques, path tracing, and hardware architecture in the context of writing efficient code on the CPU as well as GPU. Fabio has also delivered a talk on realistic FFT ocean simulation on behalf of Storm in a Teacup at Codemotion Rome 2017.
Les informations fournies dans la section « A propos du livre » peuvent faire référence à une autre édition de ce titre.
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Paperback. Etat : new. Paperback. Get a thorough understanding of ray tracing and GPU architecture starting with CUDA with examples in DXR (DirectX Ray Tracing API). A path tracer implementation will be presented to cover the practical side.We will present main intersection routines and then explain the rendering equation and how the path tracing algorithm is used to implement a solution to the rendering equation. Finally, we will talk about how to choose the right probability distribution function and importance sampling to better approximate the BRDF and reduce the noise in the rendered image.By the end of this book, the reader should have a clear idea of how ray tracing and the rendering equation are used to solve the global illumination problem. We will also learn how the thread are scheduled and managed by the GPU in the context of compute-based approaches. The reader will learn the Monte Carlo integration to estimate rendering equation and find a good approximation to the infinite dimensional integral. You Will Understand the most common GPU architectures Setup a fully functional ray tracing ecosystem Learn how to ray trace in CUDA as well as DirectX 12 (DXR) Who Is This Book ForThis book is for the Graphics/Rendering Engineer who want to start learning the new real-time ray tracing API (DXR) introduced with the advent of the GPUs based on the NVIDIA Turing architecture. We assume knowledge of basic graphics programming principles. This item is printed on demand. Shipping may be from multiple locations in the US or from the UK, depending on stock availability. N° de réf. du vendeur 9798868816901
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Taschenbuch. Etat : Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -Get a thorough understanding of ray tracing and GPU architecture starting with CUDA with examples in DXR (DirectX Ray Tracing API). A path tracer implementation will be presented to cover the practical side.We will present main intersection routines and then explain the rendering equation and how the path tracing algorithm is used to implement a solution to the rendering equation. Finally, we will talk about how to choose the right probability distribution function and importance sampling to better approximate the BRDF and reduce the noise in the rendered image.By the end of this book, the reader should have a clear idea of how ray tracing and the rendering equation are used to solve the global illumination problem. We will also learn how the thread are scheduled and managed by the GPU in the context of compute-based approaches. The reader will learn the Monte Carlo integration to estimate rendering equation and find a good approximation to the infinite dimensional integral.You Will Understand the most common GPU architectures Setup a fully functional ray tracing ecosystem Learn how to ray trace in CUDA as well as DirectX 12 (DXR)Who Is This Book ForThis book is for the Graphics/Rendering Engineer who want to start learning the new real-time ray tracing API (DXR) introduced with the advent of the GPUs based on the NVIDIA Turing architecture. We assume knowledge of basic graphics programming principles. 368 pp. Englisch. N° de réf. du vendeur 9798868816901
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