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The CG Tutorial: The Definitive Guide to Programmable Real-Time Graphics

4.4 4.4 out of 5 stars 11 ratings

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Cg is the key to unlocking the power of a generation of programmable graphics hardware. This book features an introduction to Cg. It is essential for anyone programming real-time graphics. It teaches you how to use Cg to create effects for real-time applications.

Editorial Reviews

From the Back Cover

"Cg is the key to unlocking the power of a new generation of programmable graphics hardware. This book is the definitive introduction to Cg, and will be essential for anyone programming high-quality real-time graphics. The Cg Tutorial will teach you to use Cg to create effects never before available for real-time applications."
--Larry Gritz, Author of
Advanced RenderMan (Morgan Kaufmann, 2000) "An important and timely book: Pixel-level procedural textures--animated clouds, fire, water, the whole bag of procedural tricks--finally go from the movie screen to the desktop. Access to computation of this power through a C-like language will usher in an exciting new era for the graphics community."
--Ken Perlin, Professor, New York University

Cg (C for graphics) is a complete programming environment for the fast creation of special effects and real-time cinematic quality experiences on multiple platforms. By providing a new level of abstraction, Cg lets developers more directly target OpenGL®, DirectX®, Windows®, Linux, Mac OS X®, and console platforms, such as the Xbox™, without having to program directly to the graphics hardware assembly language. Cg was developed by NVIDIA® Corporation in close collaboration with Microsoft® Corporation, and is compatible with both the OpenGL API and Microsoft's HLSL for DirectX 9.0.

The Cg Tutorial explains how to implement both basic and advanced techniques for today's programmable GPU architectures.

Major topics covered include:

  • 3D transformations
  • Per-vertex and per-pixel lighting
  • Skinning and key-frame interpolation
  • Environment mapping
  • Bump mapping
  • Fog
  • Performance optimization
  • Projective texturing
  • Cartoon shading
  • Compositing

The accompanying CD-ROM includes the tools needed to run the sample programs in the book.



0321194969B02192003

About the Author

Randima (Randy) Fernando is Manager of Developer Education at NVIDIA.

Mark J. Kilgard is a Senior Software Engineer at NVIDIA.

Product details

  • Publisher ‏ : ‎ Addison-Wesley Professional (January 1, 2003)
  • Language ‏ : ‎ English
  • Paperback ‏ : ‎ 384 pages
  • ISBN-10 ‏ : ‎ 0321194969
  • ISBN-13 ‏ : ‎ 978-0321194961
  • Item Weight ‏ : ‎ 1.81 pounds
  • Dimensions ‏ : ‎ 7.5 x 1 x 9.5 inches
  • Customer Reviews:
    4.4 4.4 out of 5 stars 11 ratings

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4.4 out of 5 stars
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Top reviews from the United States

  • Reviewed in the United States on July 13, 2014
    Should you want to know about Cg, this is the text to get. It is free on the nVidia Developer web site, but this text makes for an easier digest content.

    However...

    The text itself is somewhat cheaply produced, and the ink is light, making reading difficult except under very good lighting conditions. The content itself is quite well done.
  • Reviewed in the United States on June 13, 2008
    As the owner of a game company, books like this are a valuable asset in getting our developers who aren't familiar with CG up to speed on the subject.

    This book is highly recommended by our development staff, and our developers went out an purchased their own personal copies of the book even though we have it in our office library.
    One person found this helpful
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  • Reviewed in the United States on September 27, 2007
    The current generation of GPUs puts a huge amount of rendering power at your fingertips. This book gives a great intro to a range of highly versatile techniques, including bump maps, shadows, complex illumination models, fog, non-realistic rendering, and lots more. You need a little math, but only what's given here. For example, you'll need to know what a dot product is, and the formulas are given. You won't need to know all the extras, like the geometric and trigonometric properties of dot products - those are simply stated where they become useful. Best, the entire discussion is illustrated with simple, legible samples of working code. The cut&paster gets off to a running start. This book really delivers what the title promises: Cg, by means of clear discussion and useful examples.

    The book does not deliver what the title does not promise. For example, the authors discuss the effect of finer or coarser tesselation on image quality, but give no idea how to create the geometric models. Because the authors discuss only what goes on inside the GPU, they scarcely mention how to get your shader programs into it, and scarcely mention vertex shaders at all. Those aren't defects in the book, they're choices made by the authors. This book does a lot, but you'll need other references, possibly more than one of them, if you want to build a complete application.

    Advanced graphics programmers have probably seen most of this before, and the barest beginners are still struggling with their box's shrink-wrap code samples. If you're ready for the second and third steps of graphics programming, then this could be very helpful. The "gallery" section could be a bit longer and the images a bit bigger, but this is really a how-to book and succeeds nicely in what it set out to do.

    -- wiredweird
    One person found this helpful
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  • Reviewed in the United States on March 28, 2009
    This is one of the books highly recommended for learning hardware programming. Found it likewise.
  • Reviewed in the United States on March 31, 2003
    This is a very decent introduction to Cg and shaders in general. It starts off by describing the programable pipeline, and then introduces the shaders. The chapters describe how shaders can be developed for most of the common stuff in real-time graphics. But the best aspect of this book is that it does not cater just to the cutting edge(cineFX/DX9) but also demonstrates how the shader can be developed for a baseline hardware system. Performance and cineFX tips are sprinkled throughout the book along with a collected Cg reference section.
    Overall a very good way to start learning Cg and real-time programming using shaders.
    6 people found this helpful
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  • Reviewed in the United States on March 14, 2003
    This is an excellent book for the beginning or advanced Cg and Graphics programmer. This book not only does and excellent job of explaining the insides of Cg but also of laying out the math behind what's going on with the effects.
    A must have.
    6 people found this helpful
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  • Reviewed in the United States on September 12, 2003
    This is the perfect book for an artist who wants to get more technically involved with graphics development and anybody who wants to do graphics programming. Cg means C for graphics. It was specifically created to give programmers and artists greater freedom in graphics output. The code can compile to run on many operating systems including Windows, OS X, and X-box. The authors take you through the details of using the language to develop content. They also include exercises so you can test yourself and of great importance a CD.
    4 people found this helpful
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  • Reviewed in the United States on March 22, 2003
    Traditional graphics textbooks did not contain programmable real-time shading techniques. This book is a good example to fill in this gap. In my opinion, university can start a new course teaching programmable real-time shading....
    4 people found this helpful
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Top reviews from other countries

  • Rusty
    4.0 out of 5 stars Good reference, but...
    Reviewed in Germany on May 6, 2014
    ... the entire content is published on the nvidia developer webpage. I assumed errantly that the book would cover a little more.
    Additionally, the use of cg is depricated according to nvidia (though still commonly supported) and the use of the glsl standard recommended instead.