Терміни відправки книги складають від 3 до 5 робочих днів
Exploring recent developments in rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting- низка contributions for programming the GPU. Table of Contents Rendering (Patrick Cozzi) 1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, і Christophe Riccio 2. Applying Vectorized Visibility on All frequency Direct Ilumination by Ho Chun Leung, Tze Yui Ho, Leung, Eric Wing Ming Wong 3. Неперіодичний пилок з основою основної тканини Олександра Кіріллова 4. Повернення мізерної simulation з Vulkan від Nicholas Milef, Di Qi, і Suvranu De 5. Знижений ескіз при Hawar Doghramachi Environment ) 1. Реально-Time Fluid Simulation в Shadow of Tomb Raider Peter Sikachev, Martin Palko and Alexandre Chekroun 2. Real-time Snow Deformation в Horizon Zero Dawn: Frozen Wilds by Kevin Örtegren Shadows (Maurizio Vives) 1. Soft Shadow Пристосування до відкладених світлих джерел з Mariano Merchante 2. Parallax-Corrected Cached Shadow Maps Pavlo Turchyn 3D Engine Design (Wessam Bahnassi) 1. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev 2 від Thomas Deliot and Eric Heitz 3. A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell 4. Writing efficient Vulkan renderer by Arseny Kapoulkine 5. glTF - Runtime 3D Asset Delivery by Marco Hutter Ray Tracing Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen 2. Adaptive Anti-Aliasing за допомогою Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky