{"product_id":"libro-gpu-zen-4-advanced-rendering-techniques","title":"Libro: GPU Zen 4: Advanced Rendering Techniques","description":"\u003ctable style=\"border-collapse:collapse;margin-bottom:16px;width:100%\"\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003cstrong\u003eFormato\u003c\/strong\u003e\u003c\/td\u003e\n\u003ctd\u003eTapa Blanda\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003ctr\u003e\n\u003ctd\u003e\u003cstrong\u003eNúmero de páginas\u003c\/strong\u003e\u003c\/td\u003e\n\u003ctd\u003e367\u003c\/td\u003e\n\u003c\/tr\u003e\n\u003c\/table\u003e\u003cp\u003eExploring 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.\u003cbr\u003e\u003cbr\u003eI General Rendering\u003cbr\u003eNicolas Lopez and Victor Blanco Ruiz, Editors\u003cbr\u003e\u003cbr\u003e1. Visibility Buffer and Deferred Rendering in DOOM: The Dark Ages\u003cbr\u003eDominik Lazarek, Philip Hammer, and Jean Geffroy\u003cbr\u003e\u003cbr\u003e2. Volumetric Clouds and Atmosphere in DOOM: The Dark Ages\u003cbr\u003eYixin Wang\u003cbr\u003e\u003cbr\u003e3. Animating Trees in Assassin’s Creed Shadows\u003cbr\u003eMaxime Beaudoin and Jade Marcoux-Ouellet\u003cbr\u003e\u003cbr\u003e4. Remote Particle Editor\u003cbr\u003eNicola Palomba and Wolfgang Engel\u003cbr\u003e\u003cbr\u003eII Ray Tracing\u003cbr\u003eLaura Reznikov and Edie Comas, Editors\u003cbr\u003e\u003cbr\u003e5. Ray Tracing the World of Assassin’s Creed Shadows\u003cbr\u003eWilliam Bussière, Luc Leblanc, Eric Charpenay, and Melino Conte\u003cbr\u003e\u003cbr\u003e6. Ray Tracing Thousands of Lights for Direct Illumination in Snowdrop\u003cbr\u003eQuentin Kuenlin, Gauthier Viau, and Paula Jukarainen\u003cbr\u003e\u003cbr\u003e7. ReSTIR-Based Path Tracing in Unreal Engine 5\u003cbr\u003eJiayin Cao and Daqi Lin\u003cbr\u003e\u003cbr\u003e8. Hash-Based Hierarchical Radiance Binning\u003cbr\u003eYoussef Abusamra and Andrei Bazzaev\u003cbr\u003e\u003cbr\u003eIII Tools of the Trade\u003cbr\u003eKirill Bazhenov, Editor\u003cbr\u003e\u003cbr\u003e9. Real-Time Neural Network Implementation for GPUs\u003cbr\u003eJakub Bokšanský\u003cbr\u003e\u003cbr\u003e10. Practical Unbounded Hash-Grid Encoding for Neural Radiance Caching\u003cbr\u003eAtsushi Yoshimura, Sho Ikeda, and Takahiro Harada\u003cbr\u003e\u003cbr\u003e11. Continuous Streaming Systems in Game Engines: Architectures for Real-\u003cbr\u003eTime Asset Management\u003cbr\u003eJonathan Haberl\u003cbr\u003e\u003cbr\u003e12. Comprehensive Neural Materials\u003cbr\u003eZilin Xu, Xiang Chen, Beibei Wang, Lu Wang, Zahra Montazeri,\u003cbr\u003eand Ling-Qi Yan\u003c\/p\u003e","brand":"Independently published","offers":[{"title":"Default Title","offer_id":59894104424529,"sku":"B0GNZJPVZ4","price":73500.0,"currency_code":"CLP","in_stock":true}],"thumbnail_url":"\/\/cdn.shopify.com\/s\/files\/1\/0669\/6455\/3809\/files\/61gv1_CmsL.jpg?v=1785250742","url":"https:\/\/provetodo.cl\/es-cl\/products\/libro-gpu-zen-4-advanced-rendering-techniques","provider":"Provetodo ","version":"1.0","type":"link"}