9781797583143-179758314X-GPU Zen 2: Advanced Rendering Techniques

GPU Zen 2: Advanced Rendering Techniques

ISBN-13: 9781797583143
ISBN-10: 179758314X
Author: Wolfgang Engel
Publication date: 2019
Publisher: Independently published
Format: Paperback 304 pages
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Book details

ISBN-13: 9781797583143
ISBN-10: 179758314X
Author: Wolfgang Engel
Publication date: 2019
Publisher: Independently published
Format: Paperback 304 pages

Summary

GPU Zen 2: Advanced Rendering Techniques (ISBN-13: 9781797583143 and ISBN-10: 179758314X), written by authors Wolfgang Engel, was published by Independently published in 2019. With an overall rating of 4.4 stars, it's a notable title among other Rendering & Ray Tracing (Graphics & Design, Game Programming, Programming) books. You can easily purchase or rent GPU Zen 2: Advanced Rendering Techniques (Paperback) from BooksRun, along with many other new and used Rendering & Ray Tracing books and textbooks. And, if you're looking to sell your copy, our current buyback offer is $0.3.

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
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