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GPU Pro: Advanced Rendering Techniques [Hardcover]

Wolfgang Engel
5.0 out of 5 stars  See all reviews (2 customer reviews)

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GPU PRO 3: Advanced Rendering Techniques GPU PRO 3: Advanced Rendering Techniques
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Book Description

June 14, 2010 1568814720 978-1568814728

This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices, especially the iPhone and iPod touch.

Example programs and source code can be downloaded from the book's CRC Press web page. 


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Editorial Reviews

Review

Any professional programmer in the field will find something of interest in this volume. I'm thrilled to see that this collection is in color-it's about time! A wide range of topics are covered, from global illumination to image processing to mobile devices. I particularly like the fact that the book doesn't go the scholarly researcher route; the articles are written in a straightforward way to help with implementation of the idea, and code is often provided.
—Eric Haines, February 2010, co-author of Real-Time Rendering

I recently started reading GPU Pro and it is outstanding! I love the full color and syntax highlighting!
—Patrick Cozzi, Virtual Globe and Terrain Rendering blog, June 2010

About the Author

Wolfgang Engel is the CTO & Co-Founder of Confetti Special Effects Inc. He worked for more than four years in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX books, the author of several other books, and loves to talk about graphics programming. He is also a MVP DirectX since July 2006 and is active in several advisory boards in the industry.


Product Details

  • Hardcover: 742 pages
  • Publisher: A K Peters/CRC Press (June 14, 2010)
  • Language: English
  • ISBN-10: 1568814720
  • ISBN-13: 978-1568814728
  • Product Dimensions: 9.2 x 1.2 x 7.5 inches
  • Shipping Weight: 2.9 pounds (View shipping rates and policies)
  • Average Customer Review: 5.0 out of 5 stars  See all reviews (2 customer reviews)
  • Amazon Best Sellers Rank: #247,903 in Books (See Top 100 in Books)

More About the Author

Wolfgang is the CEO of Confetti, a think-tank for advanced real-time graphics for the game and movie industry. Previously he worked for more than four years in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX and GPU Pro book series, the author of many articles and a regular speaker on computer graphics conferences world-wide. He is also a MVP DirectX since 2006, teaches at UCSD and active in several advisory boards throughout the industry.

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Most Helpful Customer Reviews
6 of 17 people found the following review helpful
5.0 out of 5 stars amazing book January 4, 2011
Format:Hardcover
well, this book delivers the latest game programming technology in a way that is understandable for everyone, even the beginners. it covers various topics like adaptive instanced tessellation, sub-surface scattering and sub-screen ambient and directional occlusion. the book also contains example shaders and other very useful material, which is also available from the internet, though one without experience wouldnt understand the examples without the book.

With 700+ pages it is definitely the most wanted book for advanced game programmers, even if we consider its fairly high price ~70$.
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3 of 14 people found the following review helpful
Format:Hardcover
GPU Pro: Advanced Rendering Techniques offers professional programmers keys to advanced engine design and rendering techniques, includes related math techniques and discusses the game world in relation to handheld programming and graphics on mobile devices. Any programmer working with game structures will find this covers the latest iPhone and iPod touch systems, and covers topics ranging from displacement mapping with high blending to optimization strategies. Recommended for collections catering to advanced gaming programmers.
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