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Sobre este libro
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