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GPU Gems 3

4.3 4.3 out of 5 stars 15 ratings

“The GPU Gems series features a collection of the most essential algorithms required by Next-Generation 3D Engines.”
—Martin Mittring, Lead Graphics Programmer, Crytek

This third volume of the best-selling GPU Gems series provides a snapshot of today’s latest Graphics Processing Unit (GPU) programming techniques. The programmability of modern GPUs allows developers to not only distinguish themselves from one another but also to use this awesome processing power for non-graphics applications, such as physics simulation, financial analysis, and even virus detection—particularly with the CUDA architecture. Graphics remains the leading application for GPUs, and readers will find that the latest algorithms create ultra-realistic characters, better lighting, and post-rendering compositing effects.

Major topics include

  • Geometry
  • Light and Shadows
  • Rendering
  • Image Effects
  • Physics Simulation
  • GPU Computing

Contributors are from the following corporations and universities:

3Dfacto
Adobe Systems
Apple
Budapest University of Technology and Economics
CGGVeritas
The Chinese University of Hong Kong
Cornell University
Crytek
Czech Technical University in Prague
Dartmouth College
Digital Illusions Creative Entertainment
Eindhoven University of Technology
Electronic Arts
Havok
Helsinki University of Technology
Imperial College London
Infinity Ward
Juniper Networks
LaBRI–INRIA, University of Bordeaux
mental images
Microsoft Research
Move Interactive
NCsoft Corporation
NVIDIA Corporation
Perpetual Entertainment
Playlogic Game Factory
Polytime
Rainbow Studios
SEGA Corporation
UFRGS (Brazil)
Ulm University
University of California, Davis
University of Central Florida
University of Copenhagen
University of Girona
University of Illinois at Urbana-Champaign
University of North Carolina Chapel Hill
University of Tokyo
University of Waterloo

Section Editors include NVIDIA engineers: Cyril Zeller, Evan Hart, Ignacio Castaño, Kevin Bjorke, Kevin Myers, and Nolan Goodnight.

The accompanying DVD includes complementary examples and sample programs.

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: developer.nvidia.com/gpugems3.

Product details

  • Publisher ‏ : ‎ Addison-Wesley Professional (January 1, 2007)
  • Language ‏ : ‎ English
  • Hardcover ‏ : ‎ 942 pages
  • ISBN-10 ‏ : ‎ 0321515269
  • ISBN-13 ‏ : ‎ 978-0321515261
  • Item Weight ‏ : ‎ 3.8 pounds
  • Dimensions ‏ : ‎ 7.75 x 1.5 x 9.5 inches
  • Customer Reviews:
    4.3 4.3 out of 5 stars 15 ratings

Customer reviews

4.3 out of 5 stars
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Top reviews from the United States

  • Reviewed in the United States on November 29, 2007
    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.
    4 people found this helpful
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  • Reviewed in the United States on February 7, 2017
    As expected
  • Reviewed in the United States on December 20, 2013
    The book is awesome, but I bought the kindle edition, and I cannot find any of the sample code, which is invaluable for properly using the book. It doesn't seem to be for download from nVidia either. The link given is broken, and finding the GPU Gems online copy on their website, I can't find a working link for sample code anywhere.
    2 people found this helpful
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  • Reviewed in the United States on August 24, 2007
    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. The following is the detailed table of contents and the contributors in each case:

    Part I - GEOMETRY
    Chapter 1: Generating Complex Procedural Terrains Using the GPU
    Ryan Geiss, NVIDIA Corporation

    Chapter 2: Animated Crowd Rendering
    Bryan Dudash, NVIDIA Corporation

    Chapter 3: DirectX 10 Blend Shapes: Breaking the Limits
    Tristan Lorach, NVIDIA Corporation

    Chapter 4: Next-Generation SpeedTree Rendering
    Alexander Kharlamov, Iain Cantlay, Yury Stepanenko - NVIDIA Corporation

    Chapter 5: Generic Adaptive Mesh Refinement
    Tamy Boubekeur, Christophe Schlick - University of Bordeaux

    Chapter 6: GPU-Generated Procedural Wind Animations for Trees
    Renaldas Zioma, Electronic Arts/Digital Illusions CE

    Chapter 7: Point-Based Visualization of Metaballs on a GPU
    Kees van Kooten, Gino van den Bergen - Playlogic Game Factory
    Alex Telea, Eindhoven University of Technology

    PART 2 - LIGHTS AND SHADOWS
    Chapter 8: Summed-Area Variance Shadow Maps
    Andrew Lauritzen, University of Waterloo

    Chapter 9: Interactive Cinematic Relighting with Global Illumination
    Fabio Pellacini, Dartmouth College
    Milos Hasan, Kavita Bala - Cornell University

    Chapter 10: Parallel-Split Shadow Maps on Programmable GPUs
    Fan Zhang, Hanqiu Sun - The Chinese University of Hong Kong
    Oskari Nyman, Helsinki University of Technology

    Chapter 11: Efficient and Robust Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders
    Martin Stich, mental images
    Carsten Wächter, Alexander Keller - Ulm University

    Chapter 12: High-Quality Ambient Occlusion
    Jared Hoberock, Yuntao Jia - University of Illinois at Urbana-Champaign

    Chapter 13: Volumetric Light Scattering as a Post-Process
    Kenny Mitchell, Electronic Arts

    PART 3 - RENDERING
    Chapter 14: Advanced Techniques for Realistic Real-Time Skin Rendering
    Eugene d'Eon, David Luebke - NVIDIA Corporation

    Chapter 15: Playable Universal Capture
    George Borshukov, Jefferson Montgomery, John Hable - Electronic Arts

    Chapter 16: Vegetation Procedural Animation and Shading in Crysis
    Tiago Sousa, Crytek

    Chapter 17: Robust Multiple Specular Reflections and Refractions
    Tamás Umenhoffer, BLászló Szirmay-Kalos - Budapest University of Technology and Economics
    Gustavo Patow, University of Girona

    Chapter 18: Relaxed Cone Stepping for Relief Mapping
    Fabio Policarpo, Perpetual Entertainment
    Manuel M. Oliveira, Instituto de Informática--UFRGS

    Chapter 19: Deferred Shading in Tabula Rasa
    Rusty Koonce, NCsoft Corporation

    Chapter 20: GPU-Based Importance Sampling
    Mark Colbert, University of Central Florida
    Jaroslav Kr¡ivánek, Czech Technical University in Prague

    PART 4 - IMAGE EFFECTS
    Chapter 21: True Impostors
    Eric Risser, University of Central Florida

    Chapter 22: Baking Normal Maps on the GPU
    Diogo Teixeira, Move Interactive

    Chapter 23: High-Speed, Off-Screen Particles
    Iain Cantlay, NVIDIA Corporation

    Chapter 24: The Importance of Being Linear
    Larry Gritz, Eugene d'Eon, NVIDIA Corporation

    Chapter 25: Rendering Vector Art on the GPU
    Charles Loop, Jim Blinn - Microsoft Research

    Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image Processing
    Ralph Brunner, Frank Doepke, Bunny Laden - Apple

    Chapter 27: Motion Blur as a Post-Processing Effect
    Gilberto Rosado, Rainbow Studios

    Chapter 28: Practical Post-Process Depth of Field
    Earl Hammon, Jr., Infinity Ward

    PART 5 - PHYSICS SIMULATION
    Chapter 29: Real-Time Rigid Body Simulation on GPUs
    Takahiro Harada, University of Tokyo

    Chapter 30: Real-Time Simulation and Rendering of 3D Fluids
    Keenan Crane, University of Illinois at Urbana-Champaign
    Ignacio Llamas, Sarah Tariq - NVIDIA Corporation

    Chapter 31: Fast N-Body Simulation with CUDA
    Lars Nyland, Mark Harris - NVIDIA Corporation
    Jan Prins, University of North Carolina at Chapel Hill

    Chapter 32: Broad-Phase Collision Detection with CUDA
    Scott Le Grand, NVIDIA Corporation

    Chapter 33: LCP Algorithms for Collision Detection Using CUDA
    Peter Kipfer, Havok

    Chapter 34: Signed Distance Fields Using Single-Pass GPU Scan Conversion of Tetrahedra
    Kenny Erleben, University of Copenhagen
    Henrik Dohlmann, 3Dfacto R&D

    PART 6 - GPU COMPUTING
    Chapter 35: Fast Virus Signature Matching on the GPU
    Elizabeth Seamans, Juniper Networks
    Thomas Alexander, Polytime

    Chapter 36: AES Encryption and Decryption on the GPU
    Takeshi Yamanouchi, SEGA Corporation

    Chapter 37: Efficient Random Number Generation and Application Using CUDA
    Lee Howes, David Thomas - Imperial College London

    Chapter 38: Imaging Earth's Subsurface Using CUDA
    Bernard Deschizeaux, Jean-Yves Blanc, CGGVeritas

    Chapter 39: Parallel Prefix Sum (Scan) with CUDA
    Mark Harris, NVIDIA Corporation
    Shubhabrata Sengupta, John D. Owens - University of California, Davis

    Chapter 40: Incremental Computation of the Gaussian
    Ken Turkowski, Adobe Systems

    Chapter 41: Using the Geometry Shader for Compact and Variable-Length GPU Feedback
    Franck Diard, NVIDIA Corporatiion
    28 people found this helpful
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  • Reviewed in the United States on February 3, 2015
    No DVD no source code the links in the book are expired I can not find the source codes .
    2 people found this helpful
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  • Reviewed in the United States on June 27, 2012
    You can read this online for free at their website, [...]
    Great book, especially when you consider you can get it for free.
    3 people found this helpful
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  • Reviewed in the United States on October 14, 2007
    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.

    Pros/Cons
    + 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!
    12 people found this helpful
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Top reviews from other countries

  • Mike Petrucci
    3.0 out of 5 stars Good book but I bought it specifically to speed up ...
    Reviewed in the United Kingdom on September 11, 2014
    Good book but I bought it specifically to speed up some of my work with tree rendering, only to find out that there's no example source code available for those articles, just videos.

    If I knew this, I wouldn't have ordered it (maybe I should have checked out reviews first, huh? :) )