GPU Zen 3: Advanced Rendering Techniques (GPU Zen 3:進階渲染技術)

Wolfgang Friedrich Engel, Laura Reznikov, Anton S. Kaplanyan, Kirill Bazhenov, Nicolas Lopez, Peter Sickachev, Wessam Bahnassi

  • 出版商: Independent Publisher
  • 出版日期: 2024-11-23
  • 售價: $3,630
  • 貴賓價: 9.5$3,449
  • 語言: 英文
  • 頁數: 570
  • 裝訂: Paperback
  • ISBN: 9798344236797
  • ISBN-13: 9798344236797
  • 相關分類: GPU
  • 立即出貨(限量) (庫存=2)

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商品描述

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

商品描述(中文翻譯)

探索遊戲即時渲染這一快速發展領域的最新進展,GPU Zen 彙集了一系列高品質的前沿貢獻,專注於 GPU 的程式設計。

目錄:
I GPU 驅動的渲染(編輯:Nicolas Lopez 和 Wolfgang Engel)
1 《刺客教條:幻影》中的 GPU 驅動渲染,作者:William Bussière 和 Nicolas Lopez
2 基於網格輪廓的 GPU 驅動曲線生成,作者:Wangziwei Jiang
3 《骷髏與骷髏》中的 GPU 回讀紋理串流,作者:Malte Bennewitz 和 Kaori Kato
4 三角形可見性緩衝區 2.0,作者:Manas Kulkarni 和 Wolfgang Engel
5 在 Messiah 中使用幀圖進行資源管理,作者:Yuwen Wu
6 多百萬粒子系統,作者:Nicola Palomba 和 Wolfgang Engel

II 渲染與模擬(編輯:Laura Reznikov 和 Peter Sikachev)
7 《2077:賽博朋克》中即時光照管線的演變,作者:Jakub Knapik、Giovanni De Francesco、Dmitrii Zhdan、Edward Liu、Evgeny Makarov、Jon Kennedy、Juho Marttila、Michael Murphy、Nathan Hoobler、Tim Cheblokov 和 Pawel Kozlowski
8 大型體素場景的即時光線追蹤,作者:Russel Arbore、Jeffrey Liu、Aidan Wefel、Steven Gao 和 Eric Shaffer
9 為 Adreno 優化 FSR 2,作者:Randall Rauwendaal
10 用於隨機螢幕空間間接高光的 IBL-BRDF 多重重要性取樣,作者:Soufiane KHIAT
11 實用的聚類前向貼花,作者:Kirill Bazhenov
12 虛擬陰影圖,作者:Matej Sakmary、Jake Ryan、Justin Hall 和 Alessio Lustri
13 大規模人群的即時模擬,作者:Tomer Weiss
14 擴散全局照明,作者:Darius Bouma

III 遊戲引擎設計(編輯:Wessam Bahnassi)
15 GPU 能力追蹤與配置系統,作者:Thibault Ober 和 Wolfgang Engel
16 Forge 着色器語言,作者:Manas Kulkarni 和 Wolfgang Engel
17 Vulkan 的簡單自動資源同步方法,作者:Grigory Javadyan

IV 行業工具(編輯:Kirill Bazhenov 和 Anton Kaplanyan)
18 使用 Slang.D 進行外觀基礎優化的可微分圖形,作者:Yong He、Bartlomiej Wronski、Sai Bangaru、Marco Salvi、Yong He、Lifan Wu 和 Jacob Munkberg
19 DRToolkit:使用可微分渲染提升渲染性能,作者:Chen Qiao、Xiang Lan、Yijie Shi、Xueqiang Wang、Xilei Wei 和 Jiang Qin
20 使用 LBM-SWE 進行流圖烘焙,作者:Wei Li、Haozhe Su、Zherong Pan、Xifeng Gao、Zhenyu Mao 和 Kui Wu
21 使用輪廓緩衝區動畫水,作者:Haozhe Su、Wei Li、Zherong Pan、Xifeng Gao、Zhenyu Mao 和 Kui Wu
22 基數排序的進階技術,作者:Atsushi Yoshimura 和 Chih-Chen Kao
23 雙通道 HZB 遮蔽剔除,作者:Miloš Kruškonja
24 着色器伺服器系統,作者:Djordje Pepic

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