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Ray Tracing in CUDA and DXR : An Introduction / by Fabio Suriano.

O'Reilly Online Learning: Academic/Public Library Edition Available online

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Format:
Book
Author/Creator:
Suriano, Fabio.
Series:
Professional and Applied Computing Series
Language:
English
Subjects (All):
Ray tracing algorithms.
Graphics processing units.
CUDA (Computer architecture).
Physical Description:
1 online resource (251 pages)
Edition:
1st ed. 2025.
Place of Publication:
Berkeley, CA : Apress : Imprint: Apress, 2025.
Summary:
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).
Contents:
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.
Notes:
Description based on publisher supplied metadata and other sources.
ISBN:
979-88-6881-691-8
OCLC:
1565427943

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