Fabio suriano (18 risultati)

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  • Lingua: Inglese

    Editore: Apress, 2026

    9798868816901

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    Da: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices

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    EUR 38,99

    EUR 2,30 spedizione 
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    Condizione: As New. Unread book in perfect condition.

  • Lingua: Inglese

    Editore: APress, US, 2026

    9798868816901

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    Da: Rarewaves USA, HEBRON, KY, U.S.A.Rarewaves USA

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    EUR 43,92

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    Quantità: Più di 20 disponibili

    Paperback. Condizione: New. First Edition. 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 ForThis 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.

  • Lingua: Inglese

    Editore: Apress, 2026

    9798868816901

    • Brossura

    Da: GreatBookPrices, Columbia, MD, U.S.A.GreatBookPrices

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    Condizione: Nuovo

    EUR 41,56

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    Condizione: New.

  • Lingua: Inglese

    Editore: Apress, 2026

    9798868816901

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    Da: California Books, Miami, FL, U.S.A.California Books

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    Condizione: Nuovo

    EUR 43,94

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    Condizione: New.

  • Lingua: Inglese

    Editore: APress, US, 2026

    9798868816901

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    • Prima edizione

    Da: Rarewaves.com USA, London, LONDO, Regno UnitoRarewaves.com USA

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    Condizione: Nuovo

    EUR 53,04

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    Quantità: Più di 20 disponibili

    Paperback. Condizione: New. First Edition. 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 ForThis 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.

  • Lingua: Inglese

    Editore: Apress, 2026

    9798868816901

    • Brossura

    Da: GreatBookPricesUK, Woodford Green, Regno UnitoGreatBookPricesUK

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    Condizione: Usato - Come nuovo

    EUR 45,99

    EUR 17,49 spedizione 
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    Quantità: Più di 20 disponibili

    Condizione: As New. Unread book in perfect condition.

  • Lingua: Inglese

    Editore: Apress, 2026

    9798868816901

    • Brossura

    Da: GreatBookPricesUK, Woodford Green, Regno UnitoGreatBookPricesUK

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    EUR 52,01

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    Condizione: New.

  • Lingua: Inglese

    Editore: Apress, 2026

    9798868816901

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    Da: PBShop.store UK, Fairford, GLOS, Regno UnitoPBShop.store UK

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    Condizione: Nuovo

    EUR 68,00

    EUR 5,85 spedizione 
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    PAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000.

  • Lingua: Inglese

    Editore: Apress, 2026

    9798868816901

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    Da: PBShop.store US, Wood Dale, IL, U.S.A.PBShop.store US

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    Condizione: Nuovo

    EUR 78,38

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    PAP. Condizione: New. New Book. Shipped from UK. Established seller since 2000.

  • Lingua: Inglese

    Editore: APress, US, 2026

    9798868816901

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    • Prima edizione

    Da: Rarewaves USA United, HEBRON, KY, U.S.A.Rarewaves USA United

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    Condizione: Nuovo

    EUR 52,02

    EUR 43,53 spedizione 
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    Paperback. Condizione: New. First Edition. 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 ForThis 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.

  • Lingua: Inglese

    Editore: Apress, 2026

    9798868816901

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    Da: preigu, Osnabrück, Germaniapreigu

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    EUR 54,90

    EUR 70,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 5 disponibili

    Taschenbuch. Condizione: Neu. Ray Tracing in CUDA and DXR | An Introduction | Fabio Suriano | Taschenbuch | xv | Englisch | 2026 | Apress | EAN 9798868816901 | Verantwortliche Person für die EU: APress in Springer Science + Business Media, Heidelberger Platz 3, 14197 Berlin, juergen[dot]hartmann[at]springer[dot]com | Anbieter: preigu.

  • Lingua: Inglese

    Editore: APress, US, 2026

    9798868816901

    • Brossura
    • Prima edizione

    Da: Rarewaves.com UK, London, Regno UnitoRarewaves.com UK

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    Condizione: Nuovo

    EUR 52,50

    EUR 75,80 spedizione 
    Spedito da Regno Unito a U.S.A.

    Quantità: Più di 20 disponibili

    Paperback. Condizione: New. First Edition. 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 ForThis 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.

  • Lingua: Inglese

    Editore: Apress, 2026

    9798868816901

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    • Print on Demand

    Da: Brook Bookstore On Demand, Napoli, NA, ItaliaBrook Bookstore On Demand

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    Condizione: Nuovo

    EUR 46,56

    EUR 5,50 spedizione 
    Spedito da Italia a U.S.A.

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    Condizione: new. Questo è un articolo print on demand.

  • Lingua: Inglese

    Editore: Apress Dez 2025, 2025

    9798868816901

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    Da: BuchWeltWeit Ludwig Meier e.K., Bergisch Gladbach, GermaniaBuchWeltWeit Ludwig Meier e.K.

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    Condizione: Nuovo

    EUR 58,84

    EUR 23,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 2 disponibili

    Taschenbuch. Condizione: Neu. This item is printed on demand - it takes 3-4 days longer - Neuware -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 ForThis 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. 368 pp. Englisch.

  • Lingua: Inglese

    Editore: APress, 2026

    9798868816901

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    Da: moluna, Greven, Germaniamoluna

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    Condizione: Nuovo

    EUR 48,37

    EUR 48,99 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: Più di 20 disponibili

    Kartoniert. Condizione: New. Dieser Artikel ist ein Print on Demand Artikel und wird nach Ihrer Bestellung fuer Sie gedruckt.

  • Lingua: Inglese

    Editore: APress, Berkley, 2026

    9798868816901

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    Da: CitiRetail, Stevenage, Regno UnitoCitiRetail

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    Condizione: Nuovo

    EUR 57,64

    EUR 43,15 spedizione 
    Spedito da Regno Unito a U.S.A.

    Quantità: 1 disponibili

    Paperback. Condizione: new. Paperback. 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 ForThis 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. This item is printed on demand. Shipping may be from our UK warehouse or from our Australian or US warehouses, depending on stock availability.

  • Lingua: Inglese

    Editore: Apress, 2026

    9798868816901

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    • Print on Demand

    Da: AHA-BUCH GmbH, Einbeck, GermaniaAHA-BUCH GmbH

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    Condizione: Nuovo

    EUR 86,05

    EUR 30,50 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 1 disponibili

    Taschenbuch. Condizione: Neu. nach der Bestellung gedruckt Neuware - Printed after ordering - 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 ForThis 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.

  • Lingua: Inglese

    Editore: Apress, Apress Jan 2026, 2026

    9798868816901

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    Da: buchversandmimpf2000, Emtmannsberg, BAYE, Germaniabuchversandmimpf2000

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    Condizione: Nuovo

    EUR 58,84

    EUR 60,00 spedizione 
    Spedito da Germania a U.S.A.

    Quantità: 1 disponibili

    Taschenbuch. Condizione: Neu. This item is printed on demand - Print on Demand Titel. Neuware -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 ForThis 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.Springer-Verlag GmbH, Tiergartenstr. 17, 69121 Heidelberg 384 pp. Englisch.