GPU Zen 4 DELUXE: Advanced Rendering Techniques
暫譯: GPU Zen 4 豪華版:進階渲染技術
Wolfgang Friedrich Engel, Laura Reznikov, Kirill Bazhenov, Nicolas Lopez, Victor Blanco
- 出版商: Independent Publisher
- 出版日期: 2026-02-18
- 售價: $2,700
- 貴賓價: 9.5 折 $2,565
- 語言: 英文
- 頁數: 367
- 裝訂: Paperback
- ISBN: 9798248922093
- ISBN-13: 9798248922093
-
相關分類:
遊戲引擎 Game-engine
無法訂購
商品描述
This is the DELUXE version that uses Premium Color Printing.
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.
I General Rendering
Nicolas Lopez and Victor Blanco Ruiz, Editors
1. Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages
Dominik Lazarek, Philip Hammer, and Jean Geffroy
2. Volumetric Clouds and Atmosphere in DOOM: The Dark Ages
Yixin Wang
3. Animating Trees in Assassin’s Creed Shadows
Maxime Beaudoin and Jade Marcoux-Ouellet
4. Remote Particle Editor
Nicola Palomba and Wolfgang Engel
II Ray Tracing
Laura Reznikov and Edie Comas, Editors
5. Ray Tracing the World of Assassin’s Creed Shadows
William Bussière, Luc Leblanc, Eric Charpenay, and Melino Conte
6. Ray Tracing Thousands of Lights for Direct Illumination in Snowdrop
Quentin Kuenlin, Gauthier Viau, and Paula Jukarainen
7. ReSTIR-Based Path Tracing in Unreal Engine 5
Jiayin Cao and Daqi Lin
8. Hash-Based Hierarchical Radiance Binning
Youssef Abusamra and Andrei Bazzaev
III Tools of the Trade
Kirill Bazhenov, Editor
9. Real-Time Neural Network Implementation for GPUs
Jakub Bokšanský
10. Practical Unbounded Hash-Grid Encoding for Neural Radiance Caching
Atsushi Yoshimura, Sho Ikeda, and Takahiro Harada
11. Continuous Streaming Systems in Game Engines: Architectures for Real-
Time Asset Management
Jonathan Haberl
12. Comprehensive Neural Materials
Zilin Xu, Xiang Chen, Beibei Wang, Lu Wang, Zahra Montazeri,
and Ling-Qi Yan
商品描述(中文翻譯)
這是使用高級彩色印刷的豪華版。
《GPU Zen》探索了在快速發展的遊戲即時渲染領域中的最新進展,匯集了一系列高品質的前沿貢獻,專注於GPU的編程。
I 一般渲染
編輯:Nicolas Lopez 和 Victor Blanco Ruiz
1. DOOM: The Dark Ages中的可見性緩衝區和延遲渲染
Dominik Lazarek、Philip Hammer 和 Jean Geffroy
2. DOOM: The Dark Ages中的體積雲和大氣
Yixin Wang
3. 在《刺客信條:影子》中動畫樹木
Maxime Beaudoin 和 Jade Marcoux-Ouellet
4. 遠程粒子編輯器
Nicola Palomba 和 Wolfgang Engel
II 光線追蹤
編輯:Laura Reznikov 和 Edie Comas
5. 在《刺客信條:影子》中的光線追蹤
William Bussière、Luc Leblanc、Eric Charpenay 和 Melino Conte
6. 在Snowdrop中為直接照明進行數千盞燈的光線追蹤
Quentin Kuenlin、Gauthier Viau 和 Paula Jukarainen
7. 在Unreal Engine 5中基於ReSTIR的路徑追蹤
Jiayin Cao 和 Daqi Lin
8. 基於哈希的分層輻射分箱
Youssef Abusamra 和 Andrei Bazzaev
III 行業工具
編輯:Kirill Bazhenov
9. 用於GPU的即時神經網絡實現
Jakub Bokšański
10. 用於神經輻射緩存的實用無界哈希網格編碼
Atsushi Yoshimura、Sho Ikeda 和 Takahiro Harada
11. 遊戲引擎中的持續流系統:即時資產管理的架構
Jonathan Haberl
12. 綜合神經材料
Zilin Xu、Xiang Chen、Beibei Wang、Lu Wang、Zahra Montazeri 和 Ling-Qi Yan
