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GPU Zen 2: 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.
Table of ContentsRendering (Patrick Cozzi)
1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio
2. Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong
3. Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov
4. Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De
5. Skinned Decals by Hawar Doghramachi
Environmental Effects (Wolfgang Engel)
1. Real-Time Fluid Simulation in Shadow of the Tomb Raider by Peter Sikachev, Martin Palko and Alexandre Chekroun
2. Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by Kevin Örtegren
Shadows (Maurizio Vives)
1. Soft Shadow Approximation for Dappled Light Sources by Mariano Merchante
2. Parallax-Corrected Cached Shadow Maps by Pavlo Turchyn
3D Engine Design (Wessam Bahnassi)
1. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev
2. Procedural Stochastic Textures by Tiling and Blending by Thomas Deliot and Eric Heitz
3. A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell
4. Writing an efficient Vulkan renderer by Arseny Kapoulkine
5. glTF - Runtime 3D Asset Delivery by Marco Hutter
Ray Tracing (Anton Kaplanyan)
1. Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen
2. Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky
- ISBN-10179758314X
- ISBN-13978-1797583143
- Publication dateApril 21, 2019
- LanguageEnglish
- Dimensions7.5 x 0.72 x 9.25 inches
- Print length304 pages
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Product details
- Publisher : Independently published (April 21, 2019)
- Language : English
- Paperback : 304 pages
- ISBN-10 : 179758314X
- ISBN-13 : 978-1797583143
- Item Weight : 1.46 pounds
- Dimensions : 7.5 x 0.72 x 9.25 inches
- Best Sellers Rank: #1,179,631 in Books (See Top 100 in Books)
- #59 in Rendering & Ray Tracing
- #257 in C++ Programming Language
- #810 in Game 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
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TVReviewed in Australia on September 10, 20191.0 out of 5 stars Print quality is poor
The print quality of this book is poorer than the GPU Zen 1. Some of the pages look like watching a 3D movie that uses colour separation for the effect without wearing the glasses. The content appears to be okay but it is disturbing when try to read some of the corrupted pages.







