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P**Y
One Star
Half hearted and incomplete.
D**R
unlocking new and better rendering techniques
The GPU Pro series remains a strong contender within the field of real-time graphics rendering. In this field, technology evolves at a staggering pace, unlocking new and better rendering techniques. GPU Pro 5 offers awesome insight on these new techniques. As with its predecessors, the book is divided into a set of major sections: rendering, lighting & shading, image space, mobile devices, 3D engine design, and compute. Each of these sections are filled with different chapters dedicated to specific techniques written by various authors . All the authors are renown and credible within the field.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.
J**L
Shipped solutions to real-time rendering problems
What sets the GPU Pro series apart for me is that it provides the reader with a good understanding of shipped solutions to problems faced during the development of several AAA games.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.
T**S
The reference
Top algorithms, insights, and experience from the trench, Not many books on computer graphics lately, and this one is very high quality thanks to all the authors/contributors/editors.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.
D**Z
Five Stars
Excellent, highly recommended book.
V**V
Five Stars
One of the best books about 3d graphic development
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