- Have the next big idea for a movie? Submit a 2-15 min. concept video to Amazon Studios for a chance to have your movie made. Learn more.
“GPU Gems 2isn’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 inGPU Gems 2are critical to the next generation of game engines.”
—Gary McTaggart, Software Engineer at Valve, Creators ofHalf-LifeandCounter-Strike
This sequel to the best-selling, first volume ofGPU Gemsdetails 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:
Contributors are from the following corporations and universities:
1C: Maddox Games
Armstrong State University
GSC Game World
Massachusetts Institute of Technology
Siemens Corporate Research
Siemens Medical Solutions
Sony Pictures Imageworks
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.
Matt Pharr is a software engineer at NVIDIA. Matt is also the coauthor of the book Physically Based Rendering: From Theory to Implementation (Morgan Kaufmann, 2004).
Randima (Randy) Fernando is Manager of Developer Education at NVIDIA.
Generally, the material is extremely current and very approachable to read.
The final part of the book has 6 chapters that present GPGPU techniques to perform a variety of simulation and numerical algorithms on the GPU.
This collection, even if hit-or-miss for any one reader's needs, does its part to collect today's techniques and to disseminate that knowledge.
This book is very useful for GPU programming, not only talking about the CG techniques and algorithms, but some GPGPU are taken into consideration.Published 19 months ago by Rui LIU
Written simply and clearly, I found it really interesting to read. Tho sometimes I'd wish more maths here...Published on January 7, 2008 by Pavel Zagrebelnyy
The first half (28 chapters) of this book address the needs of the graphics programming master, or master-to-be. Read morePublished on October 7, 2007 by wiredweird
This book is targeted at people who have a good solid grasp of either OpenGL or D3D as well as a grounding in programming languages such as C/C++ or Java. Read morePublished on June 15, 2005 by Andrew Ryder