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GPU Zen: Advanced Rendering Techniques [Print Replica] Kindle Edition
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
Please note: this e-book was created with Amazon Kindle TextbookCreator. All the articles are linked with the table of content and there are links in the articles. Unfortunately, links are only supported at the time of this writing on the Amazon Fire HDX and the Amazon Fire 8.9.
- LanguageEnglish
- Publication dateMay 16, 2017
- File size42884 KB
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Product details
- ASIN : B0711SD1DW
- Publisher : Black Cat Publishing (May 16, 2017)
- Publication date : May 16, 2017
- Language : English
- File size : 42884 KB
- Text-to-Speech : Not enabled
- Enhanced typesetting : Not Enabled
- X-Ray : Not Enabled
- Word Wise : Not Enabled
- Format : Print Replica
- Best Sellers Rank: #430,679 in Kindle Store (See Top 100 in Kindle Store)
- #33 in Rendering & Ray Tracing
- #41 in C++ Programming
- #86 in Computer Games Programming
- Customer Reviews:
About the author

Wolfgang is the CTO of The Forge Interactive. The Forge Interactive is a think-tank for advanced real-time graphics research and a service provider for the video game and movie industry. We worked in the last nearly 13 years on many AAA IPs like Tomb Raider, Battlefield 4, Murdered Soul Suspect, Star Citizen, Dirt 4, Vainglory, Transistor, Call of Duty Black Ops 3, Battlefield 1, Mafia 3, Call of Duty Warzone, Supergiant's Hades and others. Wolfgang is the founder and editor of the ShaderX and GPU Pro books series, a Microsoft MVP, the author of several books and articles on real-time rendering and a regular contributor to websites and the GDC. One of the books he edited -ShaderX4- won the Game developer Front line award in 2006. He is in the advisory boards of several companies. He is an active contributor to several future standards that drive the Game Industry. You can find him on twitter at
wolfgangengel
Customer reviews
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Do not buy the print version of this book, the quality is absolutely terrible. Figures are unreadable.
Top reviews from the United States
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- Reviewed in the United States on June 29, 2017My favorite book on modern graphics topics. It was clearly written by engineers for engineers - easy to read and understandable, and with practical purpose in mind. The topics are interesting and the proposed solutions (especially a certain few) are fascinating. Can't recommend this highly enough.
- Reviewed in the United States on June 28, 2017Similarly to Wolfgang's previous books, GPU Zen is targeted to the advanced graphics programmer audience. I find this book really great because it offers a wide range of technical information on many real time rendering techniques. It delves into making commonly known techniques such as SSAO better, but it also dives into new cutting edge techniques that make usage of the newer rendering API (Dx12/Vulkan) features such as conservative rasterization. It is also nice to see articles that deal with VR as this field is constantly changing the traditional approach of graphics programming.
Once again, the articles deal with advanced techniques. This is not a book you can breeze through... it will take more than one read to understand all the gritty details and to wrap your head around the inner-workings of some of the techniques. However, each article is well written, provides detailed information, screenshots, and code snippets to help the reader grasp the material that is being presented.
I recommend this book for anyone interested in sharpening up their real-time rendering skills. It will for sure teach you new tricks and will provide you with some new intuitions on how to approach specific problems.
- Reviewed in the United States on July 27, 2017Pretty thin. But high quality.
- Reviewed in the United States on June 6, 2017A great book for graphics programmers looking to sharpen their skills with the latest advancements in rendering. It has a great assortment of new rendering techniques covering many areas of the pipeline. Each article not only explains the issue and the solution in detail but also provides source code snippets to help the reader understand the implementation of the solution.
Highly recommended to anyone that is interested in real-time graphics.
- Reviewed in the United States on April 11, 2018Disregarding the quality of the content, there is a serious problem with the print quality of this book. DO NOT BUY this physical version: Figures are absolutely and realistically unreadable. Something must have gone very wrong, as the resolution of *every* raster figure printed in this book is so low you can forget about trying to read text or sometimes even just see what the rendering is suppose to be like. That is a major issue given that it is a book about rendering. I will have to ask for a refund on this item, and hope this review can help prospective buyers.
1.0 out of 5 stars Do not buy the print version of this book, the quality is absolutely terrible. Figures are unreadable.Disregarding the quality of the content, there is a serious problem with the print quality of this book. DO NOT BUY this physical version: Figures are absolutely and realistically unreadable. Something must have gone very wrong, as the resolution of *every* raster figure printed in this book is so low you can forget about trying to read text or sometimes even just see what the rendering is suppose to be like. That is a major issue given that it is a book about rendering. I will have to ask for a refund on this item, and hope this review can help prospective buyers.
Reviewed in the United States on April 11, 2018
Images in this review
- Reviewed in the United States on May 26, 2017The articles are well illustrated with more pseudocode and with the background mathematics better explained than other gpu books.
- Reviewed in the United States on June 26, 2017Good information about cutting edge graphics techniques from some of the top graphics programmers in the world. Great book!
- Reviewed in the United States on June 2, 2017Few stars due to poor formatting. (Android Kindle app)
Will change if formatting gets better.
Top reviews from other countries
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AlexReviewed in Italy on September 23, 20175.0 out of 5 stars Nuova serie tra luci ed ombre.
Premessa: le 5 stelle vanno al contenuto del testo, per bilanciare l'altra recensione riguardo l'editing (che mi trova parzialmente d'accordo).
Riguardo il contenuto c'è poco da dire. Se volete leggere qualcosa sulle ultimissime tecniche di rendering e non siete particolarmente amanti del collezionismo di paper in rete questo è il testo giusto. Cambia l'editore, nuova serie ma lo stile è quello classico dei vecchi ShaderX e GPU PRO.
Davvero un peccato che si sia deciso di fare le cose in proprio e di non affidarsi ad un editore professionista. Alcune immagini (compresa quella di copertina) sono state riscalate e praticamente illeggibili ma si tratta solo di una decina di immagini su un centinaio circa (ecco perché sono solo parzialmente d'accordo con l'altra recensione). In più, per i listati di codice si è usata una dimensione del font troppo piccola a mio parere.
Alejandro BarkaszReviewed in France on July 18, 20174.0 out of 5 stars Good book
As always good content if you know what you are looking for. Read always the indices before buy it. And Kindle format seems ok for me at least ,but I'm using the PC app version this days.
Mike PetrucciReviewed in the United Kingdom on July 22, 20175.0 out of 5 stars Another excellent one for my collection on computer graphics
Articles from industry professionals on the latest and greatest (mostly real-time) rendering techniques, many of which provide full source code examples - very useful!
Alex UReviewed in Spain on June 6, 20172.0 out of 5 stars Print quality is terrible
Print quality on the paper version is terrible with too dark, colored-distorted pictures with really noticeable compression artifacts. Even the cover is pixelated. Contents are good, but not worthy paying 50€ to have it in physical format.
TVReviewed in Australia on September 10, 20191.0 out of 5 stars Print quality is poor
Random pages throughout the book have been misaligned whilst printing. Some of the pages are completely unreadable because of this. There are also some pages where the images are skewed as well. Very poor production.




























