
Amazon Prime Free Trial
FREE Delivery is available to Prime members. To join, select "Try Amazon Prime and start saving today with FREE Delivery" below the Add to Cart button and confirm your Prime free trial.
Amazon Prime members enjoy:- Cardmembers earn 5% Back at Amazon.com with a Prime Credit Card.
- Unlimited FREE Prime delivery
- Streaming of thousands of movies and TV shows with limited ads on Prime Video.
- A Kindle book to borrow for free each month - with no due dates
- Listen to over 2 million songs and hundreds of playlists
Important: Your credit card will NOT be charged when you start your free trial or if you cancel during the trial period. If you're happy with Amazon Prime, do nothing. At the end of the free trial, your membership will automatically upgrade to a monthly membership.
Buy new:
-25% $127.50$127.50
Ships from: Amazon.com Sold by: Amazon.com
Save with Used - Good
$107.68$107.68
FREE delivery December 30 - January 7
Ships from: Fast Cat Books Sold by: Fast Cat Books
Download the free Kindle app and start reading Kindle books instantly on your smartphone, tablet, or computer - no Kindle device required.
Read instantly on your browser with Kindle for Web.
Using your mobile phone camera - scan the code below and download the Kindle app.
Follow the authors
OK
GPU Pro 4: Advanced Rendering Techniques 1st Edition
Purchase options and add-ons
GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods for producing real-time graphics.
Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Sebastien St-Laurent have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book begins with discussions on the ability of GPUs to process and generate geometry in exciting ways. It next introduces new shading and global illumination techniques for the latest real-time rendering engines and explains how image space algorithms are becoming a key way to achieve a more realistic and higher quality final image. Moving on to the difficult task of rendering shadows, the book describes the state of the art in real-time shadow maps. It then covers game engine design, including quality, optimization, and high-level architecture. The final section explores approaches that go beyond the normal pixel and triangle scope of GPUs as well as techniques that take advantage of the parallelism of modern graphic processors in a variety of applications.
Useful to beginners and seasoned game and graphics programmers alike, this color book offers practical tips and techniques for creating real-time graphics. Example programs and source code are available for download on the book’s CRC Press web page. The directory structure of the online material closely follows the book structure by using the chapter numbers as the name of the subdirectory.
- ISBN-101466567430
- ISBN-13978-1466567436
- Edition1st
- PublisherA K Peters/CRC Press
- Publication dateApril 26, 2013
- LanguageEnglish
- Dimensions7.6 x 0.8 x 9.4 inches
- Print length384 pages
Popular titles by this author
Editorial Reviews
About the Author
Product details
- Publisher : A K Peters/CRC Press; 1st edition (April 26, 2013)
- Language : English
- Hardcover : 384 pages
- ISBN-10 : 1466567430
- ISBN-13 : 978-1466567436
- Item Weight : 1.95 pounds
- Dimensions : 7.6 x 0.8 x 9.4 inches
- Best Sellers Rank: #2,633,678 in Books (See Top 100 in Books)
- #137 in Rendering & Ray Tracing
- #577 in Computer Graphics
- #607 in Computer & Video Game Design
- Customer Reviews:
About the authors

Morgan McGuire is an associate professor of Computer Science at Williams College.
He’s contributed to products including the Skylanders, Call of Duty, Marvel Ultimate Alliance, and Titan Quest series of video games series, the E Ink display used in the Amazon Kindle, the PeakStream GPU computing architecture acquired by Google, and NVIDIA GPUs. Morgan has published papers on high-performance rendering and computational photography in SIGGRAPH, High Performance Graphics, the Eurographics Symposium on Rendering, Interactive 3D Graphics and Games, and Non-Photorealistic Animation and Rendering. He is a Visiting Professor at NVIDIA Research, the founding Editor-in-Chief of the Journal of Computer Graphics Techniques, the project manager for the G3D Innovation Engine. He previously chaired the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games and the ACM SIGGRAPH Symposium on Non-Photorealistic Animation and Rendering. He is the author or coauthor of Computer Graphics: Principles & Practice 3rd Edition, The Graphics Codex, Creating Games: Mechanics, Content, and Technology, and chapters of several GPU Gems, ShaderX and GPU Pro volumes.

Wolfgang is the CTO of The Forge Interactive. The Forge Interactive is a think-tank for advanced real-time graphics research and a service provider for the video game and movie industry. We worked in the last nearly 13 years on many AAA IPs like Tomb Raider, Battlefield 4, Murdered Soul Suspect, Star Citizen, Dirt 4, Vainglory, Transistor, Call of Duty Black Ops 3, Battlefield 1, Mafia 3, Call of Duty Warzone, Supergiant's Hades and others. Wolfgang is the founder and editor of the ShaderX and GPU Pro books series, a Microsoft MVP, the author of several books and articles on real-time rendering and a regular contributor to websites and the GDC. One of the books he edited -ShaderX4- won the Game developer Front line award in 2006. He is in the advisory boards of several companies. He is an active contributor to several future standards that drive the Game Industry. You can find him on twitter at
wolfgangengel
Customer reviews
- 5 star4 star3 star2 star1 star5 star83%17%0%0%0%83%
- 5 star4 star3 star2 star1 star4 star83%17%0%0%0%17%
- 5 star4 star3 star2 star1 star3 star83%17%0%0%0%0%
- 5 star4 star3 star2 star1 star2 star83%17%0%0%0%0%
- 5 star4 star3 star2 star1 star1 star83%17%0%0%0%0%
Customer Reviews, including Product Star Ratings help customers to learn more about the product and decide whether it is the right product for them.
To calculate the overall star rating and percentage breakdown by star, we don’t use a simple average. Instead, our system considers things like how recent a review is and if the reviewer bought the item on Amazon. It also analyzed reviews to verify trustworthiness.
Learn more how customers reviews work on AmazonTop reviews from the United States
There was a problem filtering reviews right now. Please try again later.
- Reviewed in the United States on August 29, 2013back to old days, when i jumped in game development, shader x1,2,3 guided me.
after x5, the tech in these book seems to cutting edge if i wanna use these in my daily working.
whatever i still encourage you reading it!sorry my native language is not english.
- Reviewed in the United States on February 14, 2017It meets expectations.
Top reviews from other countries
David FernandezReviewed in the United Kingdom on March 15, 20155.0 out of 5 stars Five Stars
Excellent, full of ideas that are rarely discussed in most forums / work places.
-
GKReviewed in Germany on July 5, 20144.0 out of 5 stars Gutes Buch, mit paar Fehlern
Das Buch und die darin beschriebenen Techniken sind sehr aktuell und von guten Nutzen wenn man im Bereich Spiele/Simulation zu tun hat. Leider finden sich einige fluechtigkeitsfehler in Diagrammen oder auch im Text. Diese sind aber meistens recht einfach als solche zu erkennen.





