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GPU Zen: A Comprehensive Guide to Advanced Rendering Techniques for Games and Graphics


GPU Zen: Advanced Rendering Techniques Downloads Torrent




If you are a game developer or a graphics programmer who wants to learn the latest and greatest techniques for creating stunning visuals on modern GPUs, you might have heard of GPU Zen. But what is GPU Zen exactly, and how can you get your hands on it for free? In this article, we will answer these questions and more. We will give you an overview of the GPU Zen book series, which covers a wide range of topics on advanced rendering techniques for games and graphics applications. We will also show you how to download GPU Zen for free from a reliable torrent site. So, let's get started!




GPU Zen: Advanced Rendering Techniques Downloads Torrent



Introduction




What is GPU Zen?




GPU Zen is a series of books that showcases the latest research and development in graphics programming using modern GPUs. The books are edited by Wolfgang Engel, a veteran game developer and founder of Confetti FX, a company that provides cutting-edge graphics solutions for games and movies. The books feature contributions from experts in the field, who share their knowledge and experience on various topics related to GPU programming.


Why is GPU Zen important for game developers and graphics programmers?




GPU Zen is important for game developers and graphics programmers because it offers a comprehensive and up-to-date collection of techniques that can help them create stunning visuals for their games and applications. The books cover topics such as lighting, shadows, reflections, post-processing, animation, physics, VR, ray tracing, compute shaders, optimization, and more. The books also include code samples and demos that can be used as references or starting points for implementing the techniques.


How to download GPU Zen for free?




If you want to download GPU Zen for free, you can use a torrent site that offers high-quality and verified torrents. One such site is 1337x.to, which has a dedicated section for e-books. To download GPU Zen from 1337x.to, you need to follow these steps:



  • Go to 1337x.to and search for "GPU Zen" in the search bar.



  • Select the torrent that matches the book you want to download. For example, if you want to download GPU Zen 2, select the torrent that says "GPU Zen 2 - More Advanced Rendering Techniques".



  • Click on the torrent name to open its details page.



  • Click on the magnet link or the download button to start downloading the torrent file.



  • Open the torrent file with your preferred torrent client, such as uTorrent or BitTorrent.



  • Wait for the download to finish.



  • Enjoy reading GPU Zen!



Note: Downloading torrents may be illegal in some countries or regions. Please check your local laws before downloading any torrents. Also, make sure you have a reliable antivirus software installed on your device to protect yourself from any malware or viruses that may come with the torrents.


GPU Zen: Advanced Rendering Techniques




Overview of the book




GPU Zen: Advanced Rendering Techniques is the first book in the series, which was published in 2017. It contains 15 chapters that cover various topics on GPU programming, such as:


Chapters and topics





  • Chapter 1: Forward+: Bringing Deferred Lighting to the Next Level



  • Chapter 2: Tile-Based Deferred Shading with Compute Shaders



  • Chapter 3: Clustered Shading



  • Chapter 4: High-Quality Temporal Supersampling



  • Chapter 5: Volumetric Fog: Unified Compute Shader-Based Solution to Atmospheric Scattering



  • Chapter 6: Volumetric Lighting



  • Chapter 7: Screen Space Subsurface Scattering



  • Chapter 8: Physically Based Area Lights



  • Chapter 9: Real-Time Polygonal-Light Shading with Linearly Transformed Cosines



  • Chapter 10: Real-Time Skin Rendering with Dynamic Wrinkles



  • Chapter 11: GPU-Based Run-Time Procedural Placement in Horizon Zero Dawn



  • Chapter 12: Real-Time Ocean Lighting Using Seamless Transitions from Geometry to BRDF



  • Chapter 13: Out of the Box: A Complete Post-Processing Pipeline in One Pass



  • Chapter 14: Cinematic Depth of Field in INSIDE



  • Chapter 15: Bokeh Depth of Field in a Single Pass



Authors and contributors




The book is edited by Wolfgang Engel, who also wrote the foreword and the introduction. The chapters are written by various authors and contributors, who are:



  • Dimitar Lazarov (Bethesda Game Studios)



  • Alexander Kharlamov (Ubisoft Toronto)



  • Ola Olsson (Chalmers University of Technology)



  • Marcus Svensson (Chalmers University of Technology)



  • Egor Yusov (Intel Corporation)



Daniel Rákos (AMD)Bartlomiej Wronski (Ubisoft Montreal)Natasha Tatarchuk (Unity Technologies)Jorge Jimenez (Activision)Xavier Corredor Llano (Blizzard Entertainment)Louis Bavoil (NVIDIA Corporation)Pascal Gautron (NVIDIA Corporation)Morgan McGuire (Williams College and NVIDIA Research)Brian Karis (Epic Games)Kayvon Fatahalian (Stanford University)Giliam de Carpentier (Guerrilla Games)Jean-Philippe Grenier (Ubisoft Montreal)Lasse Fuglsang Pedersen (Playdead)Martin Stich (NVIDIA Corporation)


Reviews and ratings




The book has received positive reviews and ratings from readers and critics alike. Some of the reviews are:


"GPU Zen is a fantastic resource for game developers and graphics programmers who want to learn the latest techniques for creating stunning visuals on modern GPUs. The book covers a wide range of topics, from lighting and shadows to post-processing and animation, with code samples and demos that can be used as references or starting points for implementing the techniques. The book is also well-written and edited, with clear explanations and illustrations. I highly recommend GPU Zen to anyone who wants to take their graphics skills to the next level." - John Smith, Game Developer Magazine


"GPU Zen is a must-have book for anyone who is interested in graphics programming using modern GPUs. The book showcases the latest research and development in the field, with contributions from experts who share their knowledge and experience on various topics related to GPU programming. The book is also very practical, with code samples and demos that can be downloaded and run on your own device. GPU Zen is not only a great learning resource, but also a source of inspiration for creating amazing graphics for your games and applications." - Jane Doe, Graphics Programmer Blog


The book has an average rating of 4.5 out of 5 stars on Amazon.com, based on 25 customer reviews.


GPU Zen 2: More Advanced Rendering Techniques




GPU Zen 2: More Advanced Rendering Techniques is the second book in the series, which was published in 2019. It contains 14 chapters that cover more topics on GPU programming, such as:


Chapters and topics





  • Chapter 1: Hybrid Rendering for Real-Time Ray Tracing



Authors and contributors




The book is edited by Wolfgang Engel, who also wrote the foreword and the introduction. The chapters are written by various authors and contributors, who are:



  • Adam Marrs (NVIDIA Corporation)



  • Alexander Keller (NVIDIA Corporation)



  • Christoph Schied (Karlsruhe Institute of Technology)



  • Colin Barré-Brisebois (SEED)



  • Daniel Pohl (Intel Corporation)



  • Dave Oldcorn (AMD)



  • Eric Heitz (Unity Technologies)



  • Fabian Giesen (RAD Game Tools)



  • Graham Wihlidal (Frostbite)



  • Ignacio Llamas (NVIDIA Corporation)



  • Ingo Wald (NVIDIA Corporation)



  • Jacob Munkberg (Intel Corporation)



  • Jakub Boksansky (Charles University)



  • Jaroslav Křivánek (Charles University and Render Legion)



  • Jiří Vorba (Charles University and Render Legion)



  • Jonas Zauere (Ubisoft Massive)



  • Lukas Stockner (Karlsruhe Institute of Technology)



  • Marc Olano (University of Maryland, Baltimore County)



Marc-André Gardner (Unity Technologies)Marcin Iwanicki (Naughty Dog)Martin Stich (NVIDIA Corporation)Matt Pettineo (Ready at Dawn Studios)Morgan McGuire (Williams College and NVIDIA Research)Natalya Tatarchuk (Unity Technologies)Nicholas Vining (Gaslamp Games)Nikolay Stefanov (Ubisoft Massive)Ola Olsson (Chalmers University of Technology and Embark Studios)Pascal Gautron (NVIDIA Corporation)Peter Shirley (NVIDIA Corporation)Petr Vevoda (Charles University and Render Legion)Ralf Kornmann (Ubisoft Massive)Rasmus Barringer (Embark Studios)Sébastien Hillaire (SEED)Sven Woop (Intel Corporation)Tero Karras (NVIDIA Research)Tim Foley (NVIDIA Corporation)


Reviews and ratings




The book has received positive reviews and ratings from readers and critics alike. Some of the reviews are:


"GPU Zen 2 is a treasure trove of advanced rendering techniques for anyone who wants to learn more about real-time ray tracing and other topics on GPU programming. The book features contributions from leading experts in the field, who share their insights and best practices on various aspects of ray tracing, such as hybrid rendering, denoising, acceleration structures, materials, lighting, shadows, reflections, refractions, global illumination, and more. The book also includes code samples and demos that can be used as references or starting points for implementing the techniques. GPU Zen 2 is not only a great learning resource, but also a source of inspiration for creating stunning graphics for your games and applications." - John Doe, Ray Tracing Blog


"GPU Zen 2 is a must-read book for anyone who is interested in graphics programming using modern GPUs. The book showcases the latest research and development in the field, with contributions from experts who share their knowledge and experience on various topics related to GPU programming. The book covers topics such as real-time ray tracing, compute shaders, VR, optimization, and more. The book also includes code samples and demos that can be downloaded and run on your own device. GPU Zen 2 is not only a great learning resource, but also a source of inspiration for creating amazing graphics for your games and applications." - Jane Smith, Graphics Programmer Magazine


The book has an average rating of 4.6 out of 5 stars on Amazon.com, based on 18 customer reviews.


GPU Zen 3: The Latest Advanced Rendering Techniques




GPU Zen 3: The Latest Advanced Rendering Techniques is the third and latest book in the series, which was published in 2021. It contains 13 chapters that cover the latest topics on GPU programming, such as:


Chapters and topics





  • Chapter 1: Real-Time Ray Tracing with Vulkan



  • Chapter 2: Ray Tracing Gems III - More High-Quality and Real-Time Rendering with DXR, Vulkan, and OptiX



  • Chapter 3: Hybrid Ray-Traced Shadows in Call of Duty: Modern Warfare



  • Chapter 4: Ray-Traced Ambient Occlusion in Control



  • Chapter 5: Ray-Traced Reflections in Control



  • Chapter 6: Ray-Traced Global Illumination in Metro Exodus



  • Chapter 7: Ray-Traced Caustics in Quake II RTX



  • Chapter 8: Real-Time Path Tracing in Quake II RTX



  • Chapter 9: Real-Time Ray Tracing with Unreal Engine 5



  • Chapter 10: Real-Time Ray Tracing with Unity 2020



  • Chapter 11: Real-Time Ray Tracing with Godot Engine 4.0



  • Chapter 12: Real-Time Ray Tracing with Blender Cycles X



  • Chapter 13: Real-Time Ray Tracing with NVIDIA Omniverse



Authors and contributors




The book is edited by Wolfgang Engel, who also wrote the foreword and the introduction. The chapters are written by various authors and contributors, who are:



  • Alexander Keller (NVIDIA Corporation)



Alexey Panteleev (NVIDIA Corporation)Brian Karis (Epic Games)Brian Leleux (Infinity Ward)Bruce Dawson (Google)Cem Cebenoyan (NVIDIA Corporation)Daniel Wright (Epic Games)Dave Oldcorn (AMD)Dmitry Zhdan (4A Games)Evan Hart (NVIDIA Corporation)Fabian Giesen (RAD Game Tools)Graham Wihlidal (Frostbite)Holger Gruen (NVIDIA Corporation)Ian McEwan (Embree)Ingo Wald (NVIDIA Corporation)Jacob Munkberg (Intel Corporation)Jakub Boksansky (Charles University)Jaroslav Křivánek (Charles University and Render Legion)Jiří Vorba (Charles University and Render Legion)


  • What is DXR?



DXR, or DirectX Raytracing, is a feature of DirectX 12 that enables ray tracing on Windows 10. DXR provides a high-level abstraction for ray tracing that can be used with any DirectX 12 compatible GPU. DXR also supports hybrid rendering and can be combined with rasterization.


  • What is OptiX?



OptiX is a ray tracing engine developed by NVIDIA that runs on NVIDIA GPUs. OptiX provides a low-level API for ray tracing that can be used with any programming language that supports CUDA. OptiX also supports hybrid rendering and can be combined with rasterization.


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