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GPU Zen: Advanced Rendering Techniques
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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 ContentsGeometry 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
- ISBN-100998822892
- ISBN-13978-0998822891
- Publication dateMay 15, 2017
- LanguageEnglish
- Dimensions7.5 x 0.82 x 9.25 inches
- Print length360 pages
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Product details
- Language : English
- Paperback : 360 pages
- ISBN-10 : 0998822892
- ISBN-13 : 978-0998822891
- Item Weight : 1.68 pounds
- Dimensions : 7.5 x 0.82 x 9.25 inches
- Best Sellers Rank: #792,693 in Books (See Top 100 in Books)
- #30 in Rendering & Ray Tracing
- #167 in C++ Programming Language
- #394 in Computer Programming Languages
- 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
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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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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.
Highly recommended to anyone that is interested in real-time graphics.
Reviewed in the United States on April 11, 2018
Will change if formatting gets better.
Top reviews from other countries
5.0 out of 5 stars Nuova serie tra luci ed ombre.
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.





