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GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation
book

GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation

by Matt Pharr, Randima Fernando
March 2005
Intermediate to advanced
880 pages
18h 59m
English
Addison-Wesley Professional

Overview

“GPU Gems 2 isn’t meant to simply adorn your bookshelf—it’s required reading for anyone trying to keep pace with the rapid evolution of programmable graphics. If you’re serious about graphics, this book will take you to the edge of what the GPU can do.”

—Remi Arnaud, Graphics Architect at Sony Computer Entertainment

“The topics covered in GPU Gems 2 are critical to the next generation of game engines.”

—Gary McTaggart, Software Engineer at Valve, Creators of Half-Life and Counter-Strike

This sequel to the best-selling, first volume of GPU Gems details the latest programming techniques for today’s graphics processing units (GPUs). As GPUs find their way into mobile phones, handheld gaming devices, and consoles, GPU expertise is even more critical in today’s competitive environment. Real-time graphics programmers will discover the latest algorithms for creating advanced visual effects, strategies for managing complex scenes, and advanced image processing techniques. Readers will also learn new methods for using the substantial processing power of the GPU in other computationally intensive applications, such as scientific computing and finance. Twenty of the book’s forty-eight chapters are devoted to GPGPU programming, from basic concepts to advanced techniques. Written by experts in cutting-edge GPU programming, this book offers readers practical means to harness the enormous capabilities of GPUs.

Major topics covered include:

  • Geometric Complexity

  • Shading, Lighting, and Shadows

  • High-Quality Rendering

  • General-Purpose Computation on GPUs: A Primer

  • Image-Oriented Computing

  • Simulation and Numerical Algorithms

  • Contributors are from the following corporations and universities:

    1C: Maddox Games
    2015
    Apple Computer
    Armstrong State University
    Climax Entertainment
    Crytek
    discreet
    ETH Zurich
    GRAVIR/IMAG—INRIA
    GSC Game World
    Lionhead Studios
    Lund University
    Massachusetts Institute of Technology
    mental images
    Microsoft Research
    NVIDIA Corporation
    Piranha Bytes
    Siemens Corporate Research
    Siemens Medical Solutions
    Simutronics Corporation
    Sony Pictures Imageworks
    Stanford University
    Stony Brook University
    Technische Universität München
    University of California, Davis
    University of North Carolina at Chapel Hill
    University of Potsdam
    University of Tokyo
    University of Toronto
    University of Utah
    University of Virginia
    University of Waterloo
    Vienna University of Technology
    VRVis Research Center

    Section editors include NVIDIA engineers: Kevin Bjorke, Cem Cebenoyan, Simon Green, Mark Harris, Craig Kolb, and Matthias Wloka

    The accompanying CD-ROM includes complementary examples and sample programs.



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    Publisher Resources

    ISBN: 9780321545411Purchase book