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GPU Pro 5: Advanced Rendering Techniques Hardcover – 22 Apr 2014
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About the Author
Wolfgang is working in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX books, the author of several other books and loves to talk about graphics programming. He is also a MVP DirectX since July 2006 and active in several advisory boards in the industry.
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A reference, only if for those two: Physically Base Area Lights is sort of reference for the current hot topic in cg, Hi-Z Screen-Space Cone-Traced Reflections is a very thoroughly detailed and interesting technique with lots of insights.
Only 2 of the 23 chapter lacks technicality, astc & gltf, but still at least give a start on those topic.
But all other chapters are really worth the read (and re-read), and are always interesting and elightening, reflecting the current top techniques of the field, with insights, tips, tricks and useful experience shared here.
This book provides great details on what is currently possible within the field of real-time rendering. As the book-cover states, the whole book covers "advanced rendering techniques". The book does not hold your hand and expects the reader to have strong fundamental understanding of the 3D rendering pipeline, linear algebra, and the commonly used APIs (DirectX, OpenGL). Shader code snippets are provided along the way to better understand the gritty details of each technique. Of course many of the demos presented in the book also have their source-code available from the web-materials.
I have greatly enjoyed the book and I greatly recommend it if you are looking for technical insights on how to implement novel rendering techniques.
I recommend this book to readers working in/interested in the field of advanced real-time graphics. It provides the reader with well written articles on some of the advanced techniques currently used in real-time rendering. Each article provides the reader with a clear description of the problem and goes into detail in how to implement the technique that is used to solve it. To give the reader a better understanding of the implementation of a technique; articles are generally accompanied by snippets of shader code. For many of the articles source code is available through the website.
For me it proved to be a great work of reference for tinkering and keeping myself up to date with the some of the new techniques that are currently used in real-time rendering.
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