GPU Gems 3 Kindle Edition

4.0 out of 5 stars 6 customer reviews
ISBN-13: 978-0321515261
ISBN-10: 0321515269
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  • Length: 998 pages
  • Enhanced Typesetting: Enabled
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Editorial Reviews

About the Author

Hubert Nguyen, Manager of Developer Education at NVIDIA, is a graphics engineer who worked in the NVIDIA Demo Team before moving to his current position. His work is featured on the covers of GPU Gems (Addison-Wesley, 2004) and GPU Gems 2 (Addison-Wesley, 2006).

Excerpt. © Reprinted by permission. All rights reserved.

It has been only three years since the first GPU Gems book was introduced, and some areas of real-time graphics have truly become ultrarealistic. Chapter 14, “Advanced Techniques for Realistic Real-Time Skin Rendering,” illustrates this evolution beautifully, describing a skin rendering technique that works so well that the data acquisition and animation will become the most challenging problem in rendering human characters for the next couple of years.

All this progress has been fueled by a sustained rhythm of GPU innovation. These processing units continue to become faster and more flexible in their use. Today’s GPUs can process enormous amounts of data and are used not only for rendering 3D scenes, but also for processing images or performing massively parallel computing, such as financial statistics or terrain analysis for finding new oil fields.

Whether they are used for computing or graphics, GPUs need a software interface to drive them, and we are in the midst of an important transition. The new generation of APIs brings additional orthogonality and exposes new capabilities such as generating geometry programmatically. On the computing side, the CUDA architecture lets developers use a C-like language to perform computing tasks rather than forcing the programmer to use the graphics pipeline. This architecture will allow developers without a graphics background to tap into the immense potential of the GPU.

More than 200 chapters were submitted by the GPU programming community, covering a large spectrum of GPU usage ranging from pure 3D rendering to nongraphics applications. Each of them went through a rigorous review process conducted both by NVIDIA’s engineers and by external reviewers.

We were able to include 41 chapters, each of which went through another review, during which feedback from the editors and peer reviewers often significantly improved the content. Unfortunately, we could not include some excellent chapters, simply due to the space restriction of the book. It was difficult to establish the final table of contents, but we would like to thank everyone who sent a submission.

Intended Audience

For the graphics-related chapters, we expect the reader to be familiar with the fundamentals of computer graphics including graphics APIs such as DirectX and OpenGL, as well as their associated high-level programming languages, namely HLSL, GLSL, or Cg. Anyone working with interactive 3D applications will find in this book a wealth of applicable techniques for today’s and tomorrow’s GPUs.

Readers interested in computing and CUDA will find it best to know parallel computing concepts. C programming knowledge is also expected.

Trying the Code Samples

GPU Gems 3 comes with a disc that includes samples, movies, and other demonstrations of the techniques described in this book. You can also go to the book’s Web page to find the latest updates and supplemental materials:

Product Details

  • File Size: 35139 KB
  • Print Length: 998 pages
  • Page Numbers Source ISBN: 0321515269
  • Simultaneous Device Usage: Up to 5 simultaneous devices, per publisher limits
  • Publisher: Addison-Wesley Professional; 1 edition (August 2, 2007)
  • Publication Date: August 2, 2007
  • Sold by: Amazon Digital Services LLC
  • Language: English
  • ASIN: B000UZQH52
  • Text-to-Speech: Enabled
  • X-Ray:
  • Word Wise: Not Enabled
  • Lending: Not Enabled
  • Enhanced Typesetting: Enabled
  • Amazon Best Sellers Rank: #1,421,670 Paid in Kindle Store (See Top 100 Paid in Kindle Store)
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Customer Reviews

Top Customer Reviews

By calvinnme HALL OF FAMETOP 1000 REVIEWERVINE VOICE on August 24, 2007
Format: Hardcover
It seems to me that this edition of GPU Gems is a step up from Volume 2. The articles are much better illustrated with more pseudocode and with the background mathematics better explained than in the previous edition. Like the other books in the series, there is not enough complete information to write an application from start to finish, but if you have a background in computer graphics it should be enough to get you started. However, the entire book assumes that you are already a professional graphics programmer well-versed in some higher-level language that also has a good grasp of advanced mathematics and even some physics. For example, a knowledge of partial differential equations is required to completely understand the chapter on real-time simulation and rendering of 3D fluids. Other chapters require a background in digital signal processing. It is also assumed that the reader is famililar with graphics API such as DirectX or OpenGL and their associated high-level programming languages - HLSL,GLSL, or Cg. Therefore it will probably be the rare individual that will be able to fully comprehend and utilize the entire book. I would recommend this book for the professional graphics programmer to add to their reference library.Read more ›
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Format: Hardcover
The third version of the GPU Gems serie is also the best version i think. Every topic is up-to-date and gives the reader a lot to think about. I have read the whole book (some of the chapters i just skimmed through) and i must say that this book is good! The reason i only give it 4 stars is the disc that comes with it. Not every chapter comes with example code (only executables and/or videos)! To be able to take fully advantage of the book you have to know, among other things, 3D programming using Direct3D 10 already. The "Intended audience" should know the fundamentals of DirectX or OpenGL. I think it takes some more than just the fundamentals to be able do something good other than just copy-paste the code from the disc.

It's a good thing to read this book even if you are not an excellent programmer already. You will learn things that you will find hard to learn from somewhere else. Read the book to update yourself to the new generation of rendering.

Students; If you are looking for topics for bachelor or masters thesis, then this book has a lot of good examples, in theory, of what you can do to improve the techniques.

+ Covers new and good techniques
+ Easy to read, excellent!
+ Disc has some good and useful stuff

- Some techniques will be hard to implement if you are no expert because the chapters (not all!) are too shallow (writer assume that the reader knows a lot already).
- Some chapters come without (full) source code

Maybe this was not a precise review of the book but i tried to describe my view. Buy this book, it's really good and as a serious developer you should have this book on the shelf!
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Format: Hardcover Verified Purchase
Though I had no time to read most of the articles, I can say that this book is even better than GPU 1/2. It is still more narrative than educational (comparing to ShaderX series), but nevertheless I got useful material from it.
For example, the methods for ray-marching (multiple robust reflections and refractions chapter) are going to be used in our company.
I would recommend it for all professionals in 3D graphics, image/video processing and GPU (GP GPU) computing.
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