Gpu Zen 2

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GPU Zen 2

Author : Wolfgang Engel
Publisher : Unknown
Page : 304 pages
File Size : 42,9 Mb
Release : 2019-04-21
Category : Electronic
ISBN : 179758314X

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GPU Zen 2 by Wolfgang Engel Pdf

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. Rendering (Patrick Cozzi)1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio2. Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong3. Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov4. Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De5. Skinned Decals by Hawar DoghramachiEnvironmental Effects (Wolfgang Engel)1. Real-Time Fluid Simulation in Shadow of the Tomb Raider by Peter Sikachev, Martin Palko and Alexandre Chekroun2. Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by Kevin ÖrtegrenShadows (Maurizio Vives)1. Soft Shadow Approximation for Dappled Light Sources by Mariano Merchante2. Parallax-Corrected Cached Shadow Maps by Pavlo Turchyn3D Engine Design (Wessam Bahnassi)1. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev2. Procedural Stochastic Textures by Tiling and Blending by Thomas Deliot and Eric Heitz3. A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell4. Writing an efficient Vulkan renderer by Arseny Kapoulkine5. glTF - Runtime 3D Asset Delivery by Marco HutterRay Tracing (Anton Kaplanyan)1. Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen2. Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky

GPU Zen

Author : Wolfgang F. Engel
Publisher : Unknown
Page : 128 pages
File Size : 51,7 Mb
Release : 2017
Category : Electronic
ISBN : 0998822892

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GPU Zen by Wolfgang F. Engel Pdf

GPU Zen

Author : Wolfgang Engel
Publisher : Unknown
Page : 360 pages
File Size : 46,7 Mb
Release : 2017-05-17
Category : Electronic
ISBN : 1521383065

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GPU Zen by Wolfgang Engel Pdf

Please note this is the Black & White Edition of GPU Zen. 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 Contents Geometry Manipulation (Christopher Oat) 1. Attributed Vertex Clouds by Willy Scheibel, Stefan Buschmann, Matthias Trapp, and J�rgen D�llner 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, Fl�vio Villalva, Jesus Sosa, Kl�verson Paix�o and Te�filo 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 I�igo 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 Benjam�n Hern�ndez Source code at: https://github.com/wolfgangfengel/GPUZen

GPU Pro 7

Author : Wolfgang Engel
Publisher : CRC Press
Page : 322 pages
File Size : 46,7 Mb
Release : 2016-03-23
Category : Computers
ISBN : 9781498742542

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GPU Pro 7 by Wolfgang Engel Pdf

The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanc

GPU Pro 2

Author : Wolfgang Engel
Publisher : CRC Press
Page : 500 pages
File Size : 53,8 Mb
Release : 2016-04-19
Category : Computers
ISBN : 9781439865606

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GPU Pro 2 by Wolfgang Engel Pdf

This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes te

Real-Time Rendering

Author : Tomas Akenine-Möller,Eric Haines,Naty Hoffman
Publisher : CRC Press
Page : 1046 pages
File Size : 46,6 Mb
Release : 2019-01-18
Category : Computers
ISBN : 9781315362007

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Real-Time Rendering by Tomas Akenine-Möller,Eric Haines,Naty Hoffman Pdf

Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

GPU PRO 3

Author : Wolfgang Engel
Publisher : CRC Press
Page : 409 pages
File Size : 51,6 Mb
Release : 2012-02-21
Category : Computers
ISBN : 9781439887820

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GPU PRO 3 by Wolfgang Engel Pdf

GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU. Sample programs and source code are available for download on the book's CRC Press web page.

GPU Pro 4

Author : Wolfgang Engel
Publisher : CRC Press
Page : 382 pages
File Size : 55,8 Mb
Release : 2013-04-26
Category : Computers
ISBN : 9781466567443

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GPU Pro 4 by Wolfgang Engel Pdf

GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods for producing real-time graphics. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Sebastien St-Laurent have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book begins with discussions on the ability of GPUs to process and generate geometry in exciting ways. It next introduces new shading and global illumination techniques for the latest real-time rendering engines and explains how image space algorithms are becoming a key way to achieve a more realistic and higher quality final image. Moving on to the difficult task of rendering shadows, the book describes the state of the art in real-time shadow maps. It then covers game engine design, including quality, optimization, and high-level architecture. The final section explores approaches that go beyond the normal pixel and triangle scope of GPUs as well as techniques that take advantage of the parallelism of modern graphic processors in a variety of applications. Useful to beginners and seasoned game and graphics programmers alike, this color book offers practical tips and techniques for creating real-time graphics. Example programs and source code are available for download on the book’s CRC Press web page. The directory structure of the online material closely follows the book structure by using the chapter numbers as the name of the subdirectory.

GPU Pro 6

Author : Wolfgang Engel
Publisher : CRC Press
Page : 574 pages
File Size : 43,9 Mb
Release : 2015-07-28
Category : Computers
ISBN : 9781482264623

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GPU Pro 6 by Wolfgang Engel Pdf

The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advance

Creating Games

Author : Morgan McGuire,Odest Chadwicke Jenkins
Publisher : CRC Press
Page : 559 pages
File Size : 43,9 Mb
Release : 2008-12-23
Category : Computers
ISBN : 9781568813059

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Creating Games by Morgan McGuire,Odest Chadwicke Jenkins Pdf

Creating Games offers a comprehensive overview of the technology, content, and mechanics of game design. It emphasizes the broad view of a games team and teaches you enough about your teammates' areas so that you can work effectively with them. The authors have included many worksheets and exercises to help get your small indie team off the ground. Special features: Exercises at the end of each chapter combine comprehension tests with problems that help the reader interact with the material Worksheet exercises provide creative activities to help project teams generate new ideas and then structure them in a modified version of the format of a game industry design document Pointers to the best resources for digging deeper into each specialized area of game development Website with worksheets, figures from the book, and teacher materials including study guides, lecture presentations, syllabi, supplemental exercises, and assessment materials

Ray Tracing Gems

Author : Eric Haines,Tomas Akenine-Möller
Publisher : Apress
Page : 622 pages
File Size : 51,7 Mb
Release : 2019-02-25
Category : Computers
ISBN : 9781484244272

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Ray Tracing Gems by Eric Haines,Tomas Akenine-Möller Pdf

This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs

High Performance Python

Author : Micha Gorelick,Ian Ozsvald
Publisher : O'Reilly Media
Page : 469 pages
File Size : 42,9 Mb
Release : 2020-04-30
Category : Computers
ISBN : 9781492054993

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High Performance Python by Micha Gorelick,Ian Ozsvald Pdf

Your Python code may run correctly, but you need it to run faster. Updated for Python 3, this expanded edition shows you how to locate performance bottlenecks and significantly speed up your code in high-data-volume programs. By exploring the fundamental theory behind design choices, High Performance Python helps you gain a deeper understanding of Python’s implementation. How do you take advantage of multicore architectures or clusters? Or build a system that scales up and down without losing reliability? Experienced Python programmers will learn concrete solutions to many issues, along with war stories from companies that use high-performance Python for social media analytics, productionized machine learning, and more. Get a better grasp of NumPy, Cython, and profilers Learn how Python abstracts the underlying computer architecture Use profiling to find bottlenecks in CPU time and memory usage Write efficient programs by choosing appropriate data structures Speed up matrix and vector computations Use tools to compile Python down to machine code Manage multiple I/O and computational operations concurrently Convert multiprocessing code to run on local or remote clusters Deploy code faster using tools like Docker

GPU Pro 360 Guide to Rendering

Author : Wolfgang Engel
Publisher : CRC Press
Page : 566 pages
File Size : 46,7 Mb
Release : 2018-04-27
Category : Computers
ISBN : 9781351261517

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GPU Pro 360 Guide to Rendering by Wolfgang Engel Pdf

Wolfgang Engel’s GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges

Real-Time Rendering, Fourth Edition

Author : Tomas Akenine-Möller,Eric Haines,Naty Hoffman
Publisher : CRC Press
Page : 1199 pages
File Size : 53,6 Mb
Release : 2018-08-06
Category : Computers
ISBN : 9781351816151

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Real-Time Rendering, Fourth Edition by Tomas Akenine-Möller,Eric Haines,Naty Hoffman Pdf

Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.

3D Graphics Rendering Cookbook

Author : Sergey Kosarevsky,Viktor Latypov
Publisher : Packt Publishing Ltd
Page : 671 pages
File Size : 46,8 Mb
Release : 2021-08-25
Category : Computers
ISBN : 9781838985301

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3D Graphics Rendering Cookbook by Sergey Kosarevsky,Viktor Latypov Pdf

Build a 3D rendering engine from scratch while solving problems in a step-by-step way with the help of useful recipes Key FeaturesLearn to integrate modern rendering techniques into a single performant 3D rendering engineLeverage Vulkan to render 3D content, use AZDO in OpenGL applications, and understand modern real-time rendering methodsImplement a physically based rendering pipeline from scratch in Vulkan and OpenGLBook Description OpenGL is a popular cross-language, cross-platform application programming interface (API) used for rendering 2D and 3D graphics, while Vulkan is a low-overhead, cross-platform 3D graphics API that targets high-performance applications. 3D Graphics Rendering Cookbook helps you learn about modern graphics rendering algorithms and techniques using C++ programming along with OpenGL and Vulkan APIs. The book begins by setting up a development environment and takes you through the steps involved in building a 3D rendering engine with the help of basic, yet self-contained, recipes. Each recipe will enable you to incrementally add features to your codebase and show you how to integrate different 3D rendering techniques and algorithms into one large project. You'll also get to grips with core techniques such as physically based rendering, image-based rendering, and CPU/GPU geometry culling, to name a few. As you advance, you'll explore common techniques and solutions that will help you to work with large datasets for 2D and 3D rendering. Finally, you'll discover how to apply optimization techniques to build performant and feature-rich graphics applications. By the end of this 3D rendering book, you'll have gained an improved understanding of best practices used in modern graphics APIs and be able to create fast and versatile 3D rendering frameworks. What you will learnImprove the performance of legacy OpenGL applicationsManage a substantial amount of content in real-time 3D rendering enginesDiscover how to debug and profile graphics applicationsUnderstand how to use the Approaching Zero Driver Overhead (AZDO) philosophy in OpenGLIntegrate various rendering techniques into a single applicationFind out how to develop Vulkan applicationsImplement a physically based rendering pipeline from scratchIntegrate a physics library with your rendering engineWho this book is for This book is for 3D graphics developers who are familiar with the mathematical fundamentals of 3D rendering and want to gain expertise in writing fast rendering engines with advanced techniques using C++ libraries and APIs. A solid understanding of C++ and basic linear algebra, as well as experience in creating custom 3D applications without using premade rendering engines is required.