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{ "item_title" : "Digital Rendering Engineering", "item_author" : [" J. M. Sage "], "item_description" : "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- Calculate register pressure and maximize SM occupancy Modern API Doctrines- Configure bindless descriptor heaps- Build asynchronous compute pipelines- Design automated render graphs using HLSL Shader Model 6.6+ Hardware-Accelerated Ray Tracing- Implement high-performance TLAS and BLAS structures- Configure Shader Binding Tables (SBT)- Write optimal ClosestHit and Intersection shaders State-of-the-Art Path Tracing- Implement ReSTIR DI (Direct Illumination)- Implement ReSTIR GI (Global Illumination)- Use reservoir spatiotemporal resampling techniques Signal Reconstruction- Build a variance-guided A-Trous denoising pipeline (SVGF)- Clean noisy real-time rendering inputs efficiently Cutting-Edge Engine Patterns- Explore 3D Gaussian Splatting- Implement Neural Radiance Caches (NRC)- Utilize GPU-driven execution through Work Graphs 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.", "item_img_path" : "https://covers4.booksamillion.com/covers/bam/9/79/825/310/9798253108659_b.jpg", "price_data" : { "retail_price" : "69.99", "online_price" : "69.99", "our_price" : "69.99", "club_price" : "69.99", "savings_pct" : "0", "savings_amt" : "0.00", "club_savings_pct" : "0", "club_savings_amt" : "0.00", "discount_pct" : "10", "store_price" : "" } }
Digital Rendering Engineering|J. M. Sage

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

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Overview

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
- Calculate register pressure and maximize SM occupancy

Modern API Doctrines
- Configure bindless descriptor heaps
- Build asynchronous compute pipelines
- Design automated render graphs using HLSL Shader Model 6.6+

Hardware-Accelerated Ray Tracing
- Implement high-performance TLAS and BLAS structures
- Configure Shader Binding Tables (SBT)
- Write optimal ClosestHit and Intersection shaders

State-of-the-Art Path Tracing
- Implement ReSTIR DI (Direct Illumination)
- Implement ReSTIR GI (Global Illumination)
- Use reservoir spatiotemporal resampling techniques

Signal Reconstruction
- Build a variance-guided A-Trous denoising pipeline (SVGF)
- Clean noisy real-time rendering inputs efficiently

Cutting-Edge Engine Patterns
- Explore 3D Gaussian Splatting
- Implement Neural Radiance Caches (NRC)
- Utilize GPU-driven execution through Work Graphs

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.

This item is Non-Returnable

Details

  • ISBN-13: 9798253108659
  • ISBN-10: 9798253108659
  • Publisher: Independently Published
  • Publish Date: March 2026
  • Dimensions: 10 x 7 x 1.11 inches
  • Shipping Weight: 2.08 pounds
  • Page Count: 550

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