Book description
“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.
Table of contents
- Copyright
- Foreword
- Preface
- Contributors
-
I. Geometric Complexity
- 1. Toward Photorealism in Virtual Botany
- 2. Terrain Rendering Using GPU-Based Geometry Clipmaps
- 3. Inside Geometry Instancing
- 4. Segment Buffering
- 5. Optimizing Resource Management with Multistreaming
- 6. Hardware Occlusion Queries Made Useful
- 7. Adaptive Tessellation of Subdivision Surfaces with Displacement Mapping
- 8. Per-Pixel Displacement Mapping with Distance Functions
-
II. Shading, Lighting, and Shadows
- 9. Deferred Shading in S.T.A.L.K.E.R.
- 10. Real-Time Computation of Dynamic Irradiance Environment Maps
- 11. Approximate Bidirectional Texture Functions
- 12. Tile-Based Texture Mapping
-
13. Implementing the mental images Phenomena Renderer on the GPU
- 13.1. Introduction
- 13.2. Shaders and Phenomena
-
13.3. Implementing Phenomena Using Cg
- 13.3.1. The Cg Vertex Program and the Varying Parameters
- 13.3.2. The main() Entry Point for Fragment Shaders
- 13.3.3. The General Shader Interfaces
- 13.3.4. Example of a Simple Shader
- 13.3.5. Global State Variables
- 13.3.6. Light Shaders
- 13.3.7. Texture Shaders
- 13.3.8. Bump Mapping
- 13.3.9. Environment and Volume Shaders
- 13.3.10. Shaders Returning Structures
- 13.3.11. Rendering Hair
- 13.3.12. Putting It All Together
- 13.4. Conclusion
-
13.5. References
- 14. Dynamic Ambient Occlusion and Indirect Lighting
-
15. Blueprint Rendering and “Sketchy Drawings”
- 15.1. Basic Principles
- 15.2. Blueprint Rendering
- 15.3. Sketchy Rendering
- 15.4. Conclusion
- 15.5. References
- 16. Accurate Atmospheric Scattering
- 17. Efficient Soft-Edged Shadows Using Pixel Shader Branching
- 18. Using Vertex Texture Displacement for Realistic Water Rendering
- 19. Generic Refraction Simulation
-
III. High-Quality Rendering
- 20. Fast Third-Order Texture Filtering
- 21. High-Quality Antialiased Rasterization
- 22. Fast Prefiltered Lines
- 23. Hair Animation and Rendering in the Nalu Demo
- 24. Using Lookup Tables to Accelerate Color Transformations
- 25. GPU Image Processing in Apple’s Motion
- 26. Implementing Improved Perlin Noise
- 27. Advanced High-Quality Filtering
- 28. Mipmap-Level Measurement
-
IV. General-Purpose Computation on GPUS: A Primer
- 29. Streaming Architectures and Technology Trends
- 30. The GeForce 6 Series GPU Architecture
-
31. Mapping Computational Concepts to GPUs
- 31.1. The Importance of Data Parallelism
- 31.2. An Inventory of GPU Computational Resources
-
31.3. CPU-GPU Analogies
- 31.3.1. Streams: GPU Textures = CPU Arrays
- 31.3.2. Kernels: GPU Fragment Programs = CPU “Inner Loops”
- 31.3.3. Render-to-Texture = Feedback
- 31.3.4. Geometry Rasterization = Computation Invocation
- 31.3.5. Texture Coordinates = Computational Domain
- 31.3.6. Vertex Coordinates = Computational Range
- 31.3.7. Reductions
- 31.4. From Analogies to Implementation
- 31.5. A Simple Example
- 31.6. Conclusion
-
31.7. References
- 32. Taking the Plunge into GPU Computing
- 33. Implementing Efficient Parallel Data Structures on GPUs
- 34. GPU Flow-Control Idioms
- 35. GPU Program Optimization
- 36. Stream Reduction Operations for GPGPU Applications
-
V. Image-Oriented Computing
- 37. Octree Textures on the GPU
- 38. High-Quality Global Illumination Rendering Using Rasterization
- 39. Global Illumination Using Progressive Refinement Radiosity
- 40. Computer Vision on the GPU
- 41. Deferred Filtering: Rendering from Difficult Data Formats
- 42. Conservative Rasterization
-
VI. Simulation and Numerical Algorithms
- 43. GPU Computing for Protein Structure Prediction
- 44. A GPU Framework for Solving Systems of Linear Equations
- 45. Options Pricing on the GPU
- 46. Improved GPU Sorting
- 47. Flow Simulation with Complex Boundaries
- 48. Medical Image Reconstruction with the FFT
- Inside Front Cover
- Inside Back Cover
Product information
- Title: GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation
- Author(s):
- Release date: March 2005
- Publisher(s): Addison-Wesley Professional
- ISBN: 9780321545411
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