GPU Zen 3: Advanced Rendering Techniques

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GPU Zen 3: Advanced Rendering Techniques

Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU.

Table of Contents:
I GPU-Driven Rendering (Editors: Nicolas Lopez and Wolfgang Engel)
1 GPU-Driven Rendering in Assassin’s Creed Mirage by William Bussi`ere and Nicolas Lopez
2 GPU-Driven Curve Generation from Mesh Contour by Wangziwei Jiang
3 GPU Readback Texture Streaming in Skull and Bones by Malte Bennewitz and Kaori Kato
4 Triangle Visibility Buffer 2.0 by Manas Kulkarni, and Wolfgang Engel
5 Resource Management with Frame Graph in Messiah by Yuwen Wu
6 Multi-mega Particle System by Nicola Palomba and Wolfgang Engel

II Rendering and Simulation (Editors: Laura Reznikov and Peter Sikachev)
7 The Evolution of the Real-Time Lighting Pipeline in Cyberpunk 2077 by Jakub Knapik, Giovanni De Francesco, Dmitrii Zhdan, Edward Liu, Evgeny Makarov, Jon Kennedy, Juho Marttila, Michael Murphy, Nathan Hoobler, Tim Cheblokov, and Pawel Kozlowski
8 Real-Time Ray Tracing of Large Voxel Scenes by Russel Arbore, Jeffrey Liu, Aidan Wefel, Steven Gao, and Eric Shaffer
9 Optimizing FSR 2 for Adreno by Randall Rauwendaal
10 IBL-BRDF Multiple Importance Sampling for Stochastic Screen-Space Indirect Specular by Soufiane KHIAT
11 Practical Clustered Forward Decals by Kirill Bazhenov
12 Virtual Shadow Maps by Matej Sakmary, Jake Ryan, Justin Hall, and Alessio Lustri
13 Real-Time Simulation of Massive Crowds by Tomer Weiss
14 Diffuse Global Illumination by Darius Bouma

III Game Engine Design (Editor: Wessam Bahnassi)
15 GPU Capability Tracking and Configuration System by Thibault Ober and Wolfgang Engel
16 The Forge Shader Language by Manas Kulkarni, and Wolfgang Engel
17 Simple Automatic Resource Synchronization Method for Vulkan by Grigory Javadyan

IV Tools of the Trade (Editors: Kirill Bazhenov and Anton Kaplanyan)
18 Differentiable Graphics with Slang.D for Appearance-Based Optimization by Yong He, Bartlomiej Wronski, Sai Bangaru, Marco Salvi, Yong He, Lifan Wu, and Jacob Munkberg
19 DRToolkit: Boosting Rendering Performance Using Differentiable Rendering by Chen Qiao, Xiang Lan, Yijie Shi, Xueqiang Wang, Xilei Wei, and Jiang Qin
20 Flowmap Baking with LBM-SWE by Wei Li, Haozhe Su, Zherong Pan, Xifeng Gao, Zhenyu Mao, and Kui Wu
21 Animating Water Using Profile Buffer by Haozhe Su, Wei Li, Zherong Pan, Xifeng Gao, Zhenyu Mao, and Kui Wu
22 Advanced Techniques for Radix Sort by Atsushi Yoshimura and Chih-Chen Kao
23 Two-Pass HZB Occlusion Culling by Miloˇs Kruˇskonja
24 Shader Server System by Djordje Pepic

ASIN ‏ : ‎ B0DNWXT24X
Publisher ‏ : ‎ Black Cat Publishing; 1st edition (November 30, 2024)
Publication date ‏ : ‎ November 30, 2024
Language ‏ : ‎ English
File size ‏ : ‎ 165010 KB
Text-to-Speech ‏ : ‎ Not enabled
Enhanced typesetting ‏ : ‎ Not Enabled
X-Ray ‏ : ‎ Not Enabled
Word Wise ‏ : ‎ Not Enabled
Print length ‏ : ‎ 569 pages
Format ‏ : ‎ Print Replica

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GPU Zen 3: Advanced Rendering Techniques
GPU Zen 3: Advanced Rendering Techniques

$2.99

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