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4.1
80 reviewsTable 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
…