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)
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Description
Ray tracing is one of the most intuitive rendering techniques in computer graphics.
Because 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.
However, while the concept is simple, implementing a practical ray tracer can quickly become complex.
Developers must deal with ray–object intersections, recursive reflection and refraction, acceleration structures, and many other technical challenges.
This 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) .
The goal of this book is not only to show working code, but also to explain the algorithms and reasoning behind each step .
By understanding the logic of ray tracing rather than simply copying code, readers will gain the ability to design and extend their own rendering systems.
The book begins with the fundamental ideas of ray tracing and gradually introduces practical techniques such as:
・ray–object intersection
・reflection and recursive rays
・refraction and transparent materials
・shadow rays
・camera modeling
・acceleration structures
・performance considerations
Each topic is accompanied by fully working sample programs , allowing readers to experiment with the implementation and observe the rendering results directly.
Unlike many introductory graphics books that focus primarily on theory, this book emphasizes practical implementation .
All examples are written using modern DirectX 12 and DXR , making the techniques directly applicable to contemporary real-time graphics development.
The book is suitable for developers who want to:
・understand how ray tracing actually works internally
・implement their own ray tracer
・learn modern real-time ray tracing techniques with DXR
・study the algorithms behind reflection, refraction, and shadows
Whether 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.
By 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.
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