Ray Tracing in CUDA and DXR : An Introduction

個数:
  • ポイントキャンペーン

Ray Tracing in CUDA and DXR : An Introduction

  • ウェブストア価格 ¥10,500(本体¥9,546)
  • APress(2026/01発売)
  • 外貨定価 US$ 54.99
  • 【ウェブストア限定】洋書・洋古書ポイント5倍対象商品(~2/28)
  • ポイント 475pt
  • 提携先の海外書籍取次会社に在庫がございます。通常3週間で発送いたします。
    重要ご説明事項
    1. 納期遅延や、ご入手不能となる場合が若干ございます。
    2. 複数冊ご注文の場合は、ご注文数量が揃ってからまとめて発送いたします。
    3. 美品のご指定は承りかねます。

    ●3Dセキュア導入とクレジットカードによるお支払いについて
  • 【入荷遅延について】
    世界情勢の影響により、海外からお取り寄せとなる洋書・洋古書の入荷が、表示している標準的な納期よりも遅延する場合がございます。
    おそれいりますが、あらかじめご了承くださいますようお願い申し上げます。
  • ◆画像の表紙や帯等は実物とは異なる場合があります。
  • ◆ウェブストアでの洋書販売価格は、弊社店舗等での販売価格とは異なります。
    また、洋書販売価格は、ご注文確定時点での日本円価格となります。
    ご注文確定後に、同じ洋書の販売価格が変動しても、それは反映されません。
  • 製本 Paperback:紙装版/ペーパーバック版/ページ数 368 p.
  • 言語 ENG
  • 商品コード 9798868816901
  • DDC分類 006.663

Description

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.

Chapter 1: Brief History of the Latest Modern GPUs.- Chapter 2: Know Your Hardware: The Streaming Multiprocessor.- Chapter 3: GPGPU Ray Tracing vs DXR Ray Tracing Approaches.- Chapter 4: Enter the Turing Microarchitecture.- Chapter 5: Ray Tracing Techniques.- Chapter 6: Ray and Camera Model Definitions.- Chapter 7: Basic Ray-Primitive Intersection Techniques.- Chapter 8: Rendering Equation and Monte Carlo Integration.- Chapter 9: DirectX 12 and Real Time Ray Tracing in DXR.- Chapter 10: Path Tracing: Global Illumination.

Fabio Suriano is a Senior Graphics Programmer at LightFury Games, specializing in real-time rendering and low-level graphics systems. His expertise spans advanced rendering techniques, path tracing, and hardware-conscious programming on both CPU and GPU architectures.

Prior to joining LightFury, Fabio worked on Steel Seed at Storm in a Teacup, where he contributed to cutting-edge graphics features. He also represented the studio at Codemotion Rome 2017, delivering a technical talk on realistic FFT-based ocean simulation.

Driven by performance, precision, and visual fidelity, Fabio continues to explore the intersection of rendering algorithms and system-level efficiency in game development.


最近チェックした商品