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خرید و دانلود نسخه کامل کتاب GPU Zen 3: Advanced Rendering Techniques
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تعداد فروش: 74
نویسندگان: Wolfgang Engel, Laura Reznikov, Anton Kaplanyan
زمان تحویل: حداکثر 24 ساعت
آنتونی رابینز میگه : من در 40 سالگی به جایی رسیدم که برای رسیدن بهش 82 سال زمان لازمه و این رو مدیون کتاب خواندن زیاد هستم.
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 Lopez2 GPU-Driven Curve Generation from Mesh Contour by Wangziwei Jiang3 GPU Readback Texture Streaming in Skull and Bones by Malte Bennewitz and Kaori Kato4 Triangle Visibility Buffer 2.0 by Manas Kulkarni, and Wolfgang Engel5 Resource Management with Frame Graph in Messiah by Yuwen Wu6 Multi-mega Particle System by Nicola Palomba and Wolfgang EngelII 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 Kozlowski8 Real-Time Ray Tracing of Large Voxel Scenes by Russel Arbore, Jeffrey Liu, Aidan Wefel, Steven Gao, and Eric Shaffer9 Optimizing FSR 2 for Adreno by Randall Rauwendaal10 IBL-BRDF Multiple Importance Sampling for Stochastic Screen-Space Indirect Specular by Soufiane KHIAT11 Practical Clustered Forward Decals by Kirill Bazhenov12 Virtual Shadow Maps by Matej Sakmary, Jake Ryan, Justin Hall, and Alessio Lustri13 Real-Time Simulation of Massive Crowds by Tomer Weiss14 Diffuse Global Illumination by Darius BoumaIII Game Engine Design (Editor: Wessam Bahnassi)15 GPU Capability Tracking and Configuration System by Thibault Ober and Wolfgang Engel16 The Forge Shader Language by Manas Kulkarni, and Wolfgang Engel17 Simple Automatic Resource Synchronization Method for Vulkan by Grigory JavadyanIV 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 Munkberg19 DRToolkit: Boosting Rendering Performance Using Differentiable Rendering by Chen Qiao, Xiang Lan, Yijie Shi, Xueqiang Wang, Xilei Wei, and Jiang Qin20 Flowmap Baking with LBM-SWE by Wei Li, Haozhe Su, Zherong Pan, Xifeng Gao, Zhenyu Mao, and Kui Wu21 Animating Water Using Profile Buffer by Haozhe Su, Wei Li, Zherong Pan, Xifeng Gao, Zhenyu Mao, and Kui Wu22 Advanced Techniques for Radix Sort by Atsushi Yoshimura and Chih-Chen Kao23 Two-Pass HZB Occlusion Culling by Miloˇs Kruˇskonja24 Shader Server System by Djordje Pepic

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