Ray Tracing in Cuda and Dxr: An Introduction
暫譯: CUDA 與 DXR 的光線追蹤入門

Suriano, Fabio

  • 出版商: Apress
  • 出版日期: 2026-01-03
  • 售價: $1,960
  • 貴賓價: 9.8$1,921
  • 語言: 英文
  • 頁數: 368
  • 裝訂: Quality Paper - also called trade paper
  • ISBN: 9798868816901
  • ISBN-13: 9798868816901
  • 相關分類: CUDA
  • 海外代購書籍(需單獨結帳)

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商品描述

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.

商品描述(中文翻譯)

獲得對光線追蹤和GPU架構的深入理解,從CUDA開始,並以DXR(DirectX光線追蹤API)中的範例為例。將介紹一個路徑追蹤器的實作,以涵蓋實務方面的內容。

我們將介紹主要的交集例程,然後解釋渲染方程式以及如何使用路徑追蹤演算法來實現渲染方程式的解決方案。最後,我們將討論如何選擇合適的機率分佈函數和重要性取樣,以更好地近似BRDF並減少渲染圖像中的噪聲。

在本書結束時,讀者應該清楚了解光線追蹤和渲染方程式如何用來解決全局照明問題。我們還將學習在計算基礎方法的背景下,GPU如何調度和管理執行緒。讀者將學習蒙特卡羅積分以估算渲染方程式,並找到對無限維積分的良好近似。

你將會:
- 理解最常見的GPU架構
- 設置一個功能完整的光線追蹤生態系統
- 學習如何在CUDA以及DirectX 12(DXR)中進行光線追蹤

這本書適合於希望開始學習新實時光線追蹤API(DXR)的圖形/渲染工程師,該API隨著基於NVIDIA Turing架構的GPU的出現而推出。我們假設讀者具備基本的圖形編程原則知識。

作者簡介

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.

作者簡介(中文翻譯)

Fabio Suriano 是 LightFury Games 的資深圖形程式設計師,專注於即時渲染和低階圖形系統。他的專業領域涵蓋先進的渲染技術、路徑追蹤以及在 CPU 和 GPU 架構上的硬體意識編程。在加入 LightFury 之前,Fabio 曾在 Storm in a Teacup 的 Steel Seed 專案中工作,為尖端圖形功能做出貢獻。他還在 2017 年的 Codemotion Rome 代表工作室發表了一場有關基於 FFT 的真實海洋模擬的技術演講。Fabio 受到性能、精確度和視覺真實性的驅動,持續探索渲染演算法與遊戲開發中系統層級效率的交集。

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