{"product_id":"b0gr7lcfgp","title":"Real-Time Ray Tracing with DirectX 12 (DXR): A Practical Guide for Developers: Hands-on implementation of DXR using C++ with practical rendering techniques (Guru Series)","description":"\u003cp\u003eRay tracing is one of the most intuitive rendering techniques in computer graphics.\u003cbr\u003e\nBecause it models the behavior of light itself, many visual phenomena—reflection, refraction, shadows, and transparency—can be implemented in a way that closely resembles how they occur in the real world.\u003c\/p\u003e\n\n\u003cp\u003eHowever, while the concept is simple, implementing a practical ray tracer can quickly become complex.\u003cbr\u003e\nDevelopers must deal with ray–object intersections, recursive reflection and refraction, acceleration structures, and many other technical challenges.\u003c\/p\u003e\n\n\u003cp\u003eThis book explains ray tracing from the ground up and demonstrates how to implement a real-time ray tracer using  DirectX 12 and DXR (DirectX Raytracing) .\u003c\/p\u003e\n\n\u003cp\u003eThe goal of this book is not only to show working code, but also to explain the  algorithms and reasoning behind each step .\u003cbr\u003e\nBy understanding the logic of ray tracing rather than simply copying code, readers will gain the ability to design and extend their own rendering systems.\u003c\/p\u003e\n\n\u003cp\u003eThe book begins with the fundamental ideas of ray tracing and gradually introduces practical techniques such as:\u003c\/p\u003e\n\n\u003cp\u003e・ray–object intersection\u003cbr\u003e\n・reflection and recursive rays\u003cbr\u003e\n・refraction and transparent materials\u003cbr\u003e\n・shadow rays\u003cbr\u003e\n・camera modeling\u003cbr\u003e\n・acceleration structures\u003cbr\u003e\n・performance considerations\u003c\/p\u003e\n\n\u003cp\u003eEach topic is accompanied by  fully working sample programs , allowing readers to experiment with the implementation and observe the rendering results directly.\u003c\/p\u003e\n\n\u003cp\u003eUnlike many introductory graphics books that focus primarily on theory, this book emphasizes  practical implementation .\u003cbr\u003e\nAll examples are written using modern  DirectX 12 and DXR , making the techniques directly applicable to contemporary real-time graphics development.\u003c\/p\u003e\n\n\u003cp\u003eThe book is suitable for developers who want to:\u003c\/p\u003e\n\n\u003cp\u003e・understand how ray tracing actually works internally\u003cbr\u003e\n・implement their own ray tracer\u003cbr\u003e\n・learn modern real-time ray tracing techniques with DXR\u003cbr\u003e\n・study the algorithms behind reflection, refraction, and shadows\u003c\/p\u003e\n\n\u003cp\u003eWhether you are a graphics programmer, a game developer, or simply interested in the mechanics of realistic rendering, this book will guide you step by step through the creation of a ray tracing renderer.\u003c\/p\u003e\n\n\u003cp\u003eBy the end of the book, readers will have built a working DXR-based ray tracer and gained a solid understanding of the algorithms that power modern ray-traced graphics.\u003c\/p\u003e","brand":"ANT","offers":[{"title":"Ebook","offer_id":67975655817252,"sku":"YSL64048","price":7.79,"currency_code":"USD","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0805\/2614\/7620\/files\/71UhSqF_DUL._SY1500.jpg?v=1793607728","url":"https:\/\/booktavero.com\/products\/b0gr7lcfgp","provider":"BookTavero","version":"1.0","type":"link"}