Digital Rendering Engineering: The Hardware of Light: Real Time Ray Tracing, DirectX 12, Vulkan, HLSL, and GPU Driven Rendering: 2

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Bol From Equations to Silicon. While Volume 1 established the theoretical foundations of radiometry, BRDFs, and Monte Carlo integration, Digital Rendering Engineering, Vol. 2: The Hardware of Light delivers the definitive practical roadmap for enforcing those physical laws directly on modern GPU architectures. Written for senior graphics programmers, rendering engineers, and engine architects, this advanced technical guide bridges the gap between rendering theory and real-world silicon execution. Learn the engineering principles required to build a highly optimized real-time path tracer from the ground up using DirectX 12 and Vulkan. Inside this volume, you will master: GPU Hardware Sovereignty - Demystify the SIMD execution model - Understand warp and wavefront architectures >Modern API Doctrines - Configure bindless descriptor heaps - Build asynchronous compute pipelines >Hardware-Accelerated Ray Tracing - Implement high-performance TLAS and BLAS structures - Configure Shader Binding Tables (SBT) >State-of-the-Art Path Tracing - Implement ReSTIR DI (Direct Illumination) - Implement ReSTIR GI (Global Illumination) >Signal Reconstruction - Build a variance-guided A-Trous denoising pipeline (SVGF) >Cutting-Edge Engine Patterns - Explore 3D Gaussian Splatting - Implement Neural Radiance Caches (NRC) >Take Command of the GPU Pipeline Leverage wave intrinsics, eliminate CPU bottlenecks, and deliver high-fidelity graphics within the industry's uncompromising 16.6ms frame budget. Includes access to a companion GitHub codebase featuring validated, production-ready Direct3D 12 and Vulkan parity implementations.

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From Equations to Silicon. While Volume 1 established the theoretical foundations of radiometry, BRDFs, and Monte Carlo integration, Digital Rendering Engineering, Vol. 2: The Hardware of Light delivers the definitive practical roadmap for enforcing those physical laws directly on modern GPU architectures. Written for senior graphics programmers, rendering engineers, and engine architects, this advanced technical guide bridges the gap between rendering theory and real-world silicon execution. Learn the engineering principles required to build a highly optimized real-time path tracer from the ground up using DirectX 12 and Vulkan. Inside this volume, you will master: GPU Hardware Sovereignty - Demystify the SIMD execution model - Understand warp and wavefront architectures >Modern API Doctrines - Configure bindless descriptor heaps - Build asynchronous compute pipelines >Hardware-Accelerated Ray Tracing - Implement high-performance TLAS and BLAS structures - Configure Shader Binding Tables (SBT) >State-of-the-Art Path Tracing - Implement ReSTIR DI (Direct Illumination) - Implement ReSTIR GI (Global Illumination) >Signal Reconstruction - Build a variance-guided A-Trous denoising pipeline (SVGF) >Cutting-Edge Engine Patterns - Explore 3D Gaussian Splatting - Implement Neural Radiance Caches (NRC) >Take Command of the GPU Pipeline Leverage wave intrinsics, eliminate CPU bottlenecks, and deliver high-fidelity graphics within the industry's uncompromising 16.6ms frame budget. Includes access to a companion GitHub codebase featuring validated, production-ready Direct3D 12 and Vulkan parity implementations.

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Pagina's: 549, Paperback, Independently published


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