GPU Zen 2: Advanced Rendering Techniques
<p>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.</p>Table of Contents<br>Rendering (Patrick Cozzi)<br>1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio<br>2. Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong<br>3. Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov<br>4. Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De<br>5. Skinned Decals by Hawar Doghramachi<br><br>Environmental Effects (Wolfgang Engel)<br>1. Real-Time Fluid Simulation in Shadow of the Tomb Raider by Peter Sikachev, Martin Palko and Alexandre Chekroun<br>2. Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by Kevin Örtegren<br><br>Shadows (Maurizio Vives)<br>1. Soft Shadow Approximation for Dappled Light Sources by Mariano Merchante<br>2. Parallax-Corrected Cached Shadow Maps by Pavlo Turchyn<br>3D Engine Design (Wessam Bahnassi)<br>1. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev<br>2. Procedural Stochastic Textures by Tiling and Blending by Thomas Deliot and Eric Heitz<br>3. A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell<br>4. Writing an efficient Vulkan renderer by Arseny Kapoulkine<br>5. glTF - Runtime 3D Asset Delivery by Marco Hutter<br><br>Ray Tracing (Anton Kaplanyan)<br>1. Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen<br>2. Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky<br>