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Gpu Zen 3 Advanced Rendering Techniques Wolfgang Friedrich Engel

  • SKU: BELL-232048348
Gpu Zen 3 Advanced Rendering Techniques Wolfgang Friedrich Engel
$ 31.00 $ 45.00 (-31%)

4.1

80 reviews

Gpu Zen 3 Advanced Rendering Techniques Wolfgang Friedrich Engel instant download after payment.

Publisher: Black Cat Publishing Inc.
File Extension: PDF
File size: 154.85 MB
Pages: 570
Author: Wolfgang Friedrich Engel
ISBN: 9798344236797, 8344236797
Language: English
Year: 2024

Product desciption

Gpu Zen 3 Advanced Rendering Techniques Wolfgang Friedrich Engel by Wolfgang Friedrich Engel 9798344236797, 8344236797 instant download after payment.

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

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