GPU Zen 2: Advanced Rendering Techniques

ANT

4.7 50
$5.00
Format
Digital edition
PDFEPUB
Works on phone, tablet and computer Instant access after checkout Personal-use digital license
About this edition

• Instant access to your digital edition.
• Read anytime, anywhere, on your favorite device.
• No shipping — your book is delivered digitally.
• Simple, secure access after purchase.

Published date June 10, 2019
Author Wolfgang Engel

Instant digital delivery after purchase.

Download link available immediately after checkout.
In stock
Quantity
Secure checkout — encrypted end to end Free exchange or return within 30 days if the product is defective. Digital formats available instantly
Readers also enjoyed

Discover another great read to add to your digital library.

$5.00

Description

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
Rendering (Patrick Cozzi)
1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio
2. Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong
3. Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov
4. Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De
5. Skinned Decals by Hawar Doghramachi

Environmental Effects (Wolfgang Engel)
1. Real-Time Fluid Simulation in Shadow of the Tomb Raider by Peter Sikachev, Martin Palko and Alexandre Chekroun
2. Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by Kevin Örtegren

Shadows (Maurizio Vives)
1. Soft Shadow Approximation for Dappled Light Sources by Mariano Merchante
2. Parallax-Corrected Cached Shadow Maps by Pavlo Turchyn
3D Engine Design (Wessam Bahnassi)
1. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev
2. Procedural Stochastic Textures by Tiling and Blending by Thomas Deliot and Eric Heitz
3. A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell
4. Writing an efficient Vulkan renderer by Arseny Kapoulkine
5. glTF - Runtime 3D Asset Delivery by Marco Hutter

Ray Tracing (Anton Kaplanyan)
1. Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen
2. Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky

Specifications

FormatEPUB, PDF
LanguageEnglish

Frequently asked

Do I need an account to download?

No. After purchase, you can access your ebook directly from the order confirmation or download page.

What if a copy arrives damaged?

Contact us and we’ll help you access the file or provide a replacement download if needed.

Reviews

4.7 35
5★84%4★11%3★3%2★1%1★1%
C Cassandra Obrien Verified
★★★★★The diagrams do the teachingSeeing the concept drawn before the notation appears changed everything for me.
D Donald Patrick Verified
★★★★★A set text for my classThe problem sets are graded properly and the solutions are complete.
C Cynthia Baker Verified
★★★★★
See all reviews

Customers also downloaded