Book description
GPU Gems has won a prestigious Front Line Award from Game Developer Magazine. The Front Line Awards recognize products that enable faster and more efficient game development, advancing the state of the art.
FULL COLOR THROUGHOUT!
“This collection of articles is particularly impressive
for its depth and breadth. The book includes product-oriented case
studies, previously unpublished state-of-the-art research,
comprehensive tutorials, and extensive code samples and demos
throughout.”
—Eric Haines, Author of Real-Time Rendering
“GPU Gems is a cool toolbox of advanced graphics
techniques. Novice programmers and graphics gurus alike will find
the Gems practical, intriguing and useful.”
—Tim Sweeney, Lead Programmer of Unreal at Epic Games
GPU Gems is a compilation of articles covering practical real-time graphics techniques arising from the research and practice of cutting-edge developers. It focuses on the programmable graphics pipeline available in today’s graphics processing units (GPUs) and highlights quick and dirty tricks used by leading developers, as well as fundamental, performance-conscious techniques for creating advanced visual effects. The contributors and editors, collectively, bring countless years of experience to enlighten and propel the reader into the fascinating world of programmable real-time graphics.
Major topics covered include:
Natural effects
Lighting and shadows
Materials
Image processing
Performance and practicalities
Beyond triangles
Contributors are from the following universities and corporations:
Alias Systems
Brown University
Croteam
Cyan Worlds
Hochschule Bremen
Industrial Light & Magic
iXBT.com
Monolith Productions
New York University
Novarama
NVIDIA
Paralelo Computacao
Piranha Bytes
Pixar Animation Studios
Siemens Medical Solutions
Softimage Co.
Softlab-NSK
Sony Pictures Imageworks
Stanford University
UC Davis
UNC-Chapel Hill
Universitat Pompeu Fabra
University of Utah
University of Waterloo
The accompanying CD-ROM includes complementary examples and sample programs.
Table of contents
- Copyright
- Foreword
- Preface
- Contributors
-
I. Natural Effects
- 1. Effective Water Simulation from Physical Models
- 2. Rendering Water Caustics
- 3. Skin in the “Dawn” Demo
- 4. Animation in the “Dawn” Demo
- 5. Implementing Improved Perlin Noise
- 6. Fire in the “Vulcan” Demo
- 7. Rendering Countless Blades of Waving Grass
- 8. Simulating Diffraction
-
II. Lighting and Shadows
- 9. Efficient Shadow Volume Rendering
- 10. Cinematic Lighting
- 11. Shadow Map Antialiasing
-
12. Omnidirectional Shadow Mapping
- 12.1. Introduction
- 12.2. The Shadow-Mapping Algorithm
- 12.3. Implementation
- 12.4. Adding Soft Shadows
- 12.5. Conclusion
-
12.6. References
- 13. Generating Soft Shadows Using Occlusion Interval Maps
- 14. Perspective Shadow Maps: Care and Feeding
- 15. Managing Visibility for Per-Pixel Lighting
-
III. Materials
- 16. Real-Time Approximations to Subsurface Scattering
- 17. Ambient Occlusion
- 18. Spatial BRDFs
- 19. Image-Based Lighting
- 20. Texture Bombing
-
IV. Image Processing
- 21. Real-Time Glow
- 22. Color Controls
- 23. Depth of Field: A Survey of Techniques
- 24. High-Quality Filtering
- 25. Fast Filter-Width Estimates with Texture Maps
- 26. The OpenEXR Image File Format
- 27. A Framework for Image Processing
-
V. Performance and Practicalities
- 28. Graphics Pipeline Performance
- 29. Efficient Occlusion Culling
- 30. The Design of FX Composer
- 31. Using FX Composer
- 32. An Introduction to Shader Interfaces
- 33. Converting Production RenderMan Shaders to Real-Time
- 34. Integrating Hardware Shading into Cinema 4D
- 35. Leveraging High-Quality Software Rendering Effects in Real-Time Applications
- 36. Integrating Shaders into Applications
-
VI. Beyond Triangles
- 37. A Toolkit for Computation on GPUs
-
38. Fast Fluid Dynamics Simulation on the GPU
- 38.1. Introduction
- 38.2. Mathematical Background
- 38.3. Implementation
- 38.4. Applications
- 38.5. Extensions
- 38.6. Conclusion
-
38.7. References
- 39. Volume Rendering Techniques
- 40. Applying Real-Time Shading to 3D Ultrasound Visualization
- 41. Real-Time Stereograms
- 42. Deformers
- Appendix
- Appendix
Product information
- Title: GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics
- Author(s):
- Release date: March 2004
- Publisher(s): Addison-Wesley Professional
- ISBN: 9780321545404
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