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  • Ray Tracing in CUDA and DXR: An Introduction

    Ray Tracing in CUDA and DXR by Suriano, Fabio;

    An Introduction

      • GET 12% OFF

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      • Publisher's listprice EUR 58.84
      • The price is estimated because at the time of ordering we do not know what conversion rates will apply to HUF / product currency when the book arrives. In case HUF is weaker, the price increases slightly, in case HUF is stronger, the price goes lower slightly.

        24 403 Ft (23 241 Ft + 5% VAT)
      • Discount 12% (cc. 2 928 Ft off)
      • Discounted price 21 475 Ft (20 452 Ft + 5% VAT)

    24 403 Ft

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    Availability

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    Why don't you give exact delivery time?

    Delivery time is estimated on our previous experiences. We give estimations only, because we order from outside Hungary, and the delivery time mainly depends on how quickly the publisher supplies the book. Faster or slower deliveries both happen, but we do our best to supply as quickly as possible.

    Product details:

    • Edition number First Edition
    • Publisher Apress
    • Date of Publication 11 December 2025
    • Number of Volumes 1 pieces, Book

    • ISBN 9798868816901
    • Binding Paperback
    • No. of pages139 pages
    • Size 254x178 mm
    • Language English
    • Illustrations IV, 139 p. 108 illus., 106 illus. in color.
    • 700

    Categories

    Long 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.

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    Table of 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.

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