SKU/Artículo: AMZ-B0DNXNM14K

GPU Zen 3: Advanced Rendering Techniques

Format:

Paperback

Kindle

Paperback

Detalles del producto
Disponibilidad:
En stock
Peso con empaque:
1.38 kg
Devolución:
Condición
Nuevo
Producto de:
Amazon
Viaja desde
USA

Sobre este producto
  • 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
U$S 72,81
44% OFF
U$S 40,45

IMPORTÁ FACIL

Comprando este producto podrás descontar el IVA con tu número de RUT

NO CONSUME FRANQUICIA

Si tu carrito tiene solo libros o CD’s, no consume franquicia y podés comprar hasta U$S 1000 al año.

U$S 72,81
44% OFF
U$S 40,45

¡Comprá en hasta 12 cuotas sin interés con todas tus tarjetas!

Llega en 5 a 11 días hábiles
con envío
Tienes garantía de entrega