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GPU Zen: Advanced Rendering Techniques
88% of respondents would recommend this to a friend
ETB 8511
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GPU Zen is a high-quality collection of cutting-edge contributions for programming the GPU.
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- 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. GPU Zen includes coverage of the areas of geometry manipulation, lighting, general rendering, screen-space techniques, Virtual Reality and general compute tasks. Table of Contents Geometry Manipulation (Christopher Oat) 1. Attributed Vertex Clouds by Willy Scheibel, Stefan Buschmann, Matthias Trapp, and Jürgen Döllner 2. Rendering Convex Occluders with Inner Conservative Rasterization by Marcus Svensson and Emil Persson Lighting (Carsten Dachsbacher) 1. Stable Indirect Illumination by Louis Bavoil and Holger Gruen 2. Participating Media Using Extruded Light Volumes by Nathan Hoobler, Andrei Tatarinov and Alex Dunn Rendering (Mark Chatfield) 1. Deferred+ by Hawar Doghramachi and Jean-Normand Bucci 2. Programmable Per-pixel Sample Placement with Conservative Rasterizer by Rahul P. Sathe 3. Mobile Toon Shading by Felipe Lira, Flávio Villalva, Jesus Sosa, Kléverson Paixão and Teófilo Dutra 4. High-Quality GPU-efficient Image Detail Manipulation by Kin-Ming Wong and Tien-Tsin Wong 5. Real-Time Linear-Light Shading with Linearly Transformed Cosines by Eric Heitz and Stephen Hill 6. Profiling and Optimizing WebGL Application Using Google Chrome by Gareth Morgan Screen-Space (Wessam Bahnassi) 1. Scalable Adaptive SSAO by Filip Strugar 2. Robust Screen Space Ambient Occlusion by Wojciech Sterna 3. Practical Gather-based Bokeh Depth of Field by Wojciech Sterna Virtual Reality (Eric Haines) 1. Efficient Stereo and VR Rendering by Iñigo Quilez 2. Understanding, Measuring, and Analyzing VR Graphics Performance by James Hughes, Reza Nourai, and Ed Hutchins Compute (Wolfgang Engel) 1. Optimizing the Graphics Pipeline with Compute by Graham Wihlidal 2. Real Time Markov Decision Processes for Crowd Simulation by Sergio Ruiz and Benjamín Hernández Source code at: https://github.com/wolfgangfengel/GPUZen
| Publisher | Independently published |
| Publication date | May 15, 2017 |
| Language | English |
| Print length | 360 pages |
| ISBN-10 | 0998822892 |
| ISBN-13 | 978-0998822891 |
| Item Weight | 1.68 pounds (760 grams) |
| Dimensions | 7.5 x 0.82 x 9.25 inches (19.1 x 2.1 x 23.5 cm) |
| Book 1 of 5 | GPU Zen |
Who Should Buy?
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Professional Developers
Designed for developers seeking to enhance their graphics programming skills and implement advanced rendering techniques effectively.
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3D Artists
Ideal for 3D artists aiming to create high-quality visuals and improve their rendering workflows using cutting-edge techniques.
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Game Designers
Beneficial for game designers wanting to achieve superior graphics performance and realism in their game projects.
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Casual Users
Not suitable for casual users who do not require advanced rendering techniques for their graphics projects.
Product Description
Customer Questions & Answers
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Question:
What is GPU Zen?
Answer: GPU Zen is a collection of contributions for programming the GPU aimed at professionals developing graphics software. It covers a range of areas including geometry manipulation, lighting, screen-space techniques, and general compute tasks. -
Question:
What topics does GPU Zen cover?
Answer: Some of the topics covered by GPU Zen include efficient stereo and VR rendering, graphics pipeline optimization, real-time linear-light shading, and real-time crowd simulation with Markov Decision Processes. -
Question:
How can the source code in GPU Zen be useful?
Answer: The source code provided in GPU Zen can help professionals working with graphics software to improve graphics quality and processes.
C++ Editorial Review
GPU Zen: Advanced Rendering Techniques is a book that provides valuable insights and tips to anyone looking to further their graphics programming knowledge. The authors have a well-thought-out explanation of topics, accompanied by full source codes, making it a worthwhile addition to one's collections. It is written in a practical and understandable manner, providing fascinating solutions to modern graphics-related topics. However, there have been reports of poor print quality, making the figures unreadable, which could be a significant issue for those looking to read about rendering techniques in detail. It is advisable to avoid purchasing the physical version of the book, at least for now.
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Pros
- Valuable insights and tips on graphics programming
- Well-explained topics and full source codes provided
- Practical and understandable writing style
- Fascinating solutions to modern graphics-related topics
Cons
- Poor print quality in the physical version of the book
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ETB 8511
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Features & Benefits
- Assembles a collection of cutting-edge contributions for programming the GPU
- Includes coverage of areas of geometry manipulation, lighting, general rendering, screen-space techniques, Virtual Reality, and general compute tasks
- Provides source code to help improve graphics quality and processes
- Ideal for professionals developing graphics software
- Covers areas like efficient stereo and VR rendering, graphics pipeline optimization, and more
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