GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics View Larger Image | Randima Fernando Addison-Wesley, Hardcover, Bk&CD edition, Published March 2004, 765 pages, ISBN 0321228324 | List Price: $69.99 Our Price: $48.95 You Save: $21.04 (30% Off)
| | | Availability: Out-Of-Stock |
Be the First to Write a Review and tell the world about this title!People who purchase this book frequently purchase: Books on similar topics, in best-seller order:Books from the same publisher, in best-seller order:
"This collection of articles is particularly impressive for
its depth and breadth. The book includes product-oriented case studies,
previously unpublished state-of-the-art research, comprehensive tutorials,
and extensive code samples and demos throughout."
--Eric Haines, Author of Real-Time Rendering
"GPU Gems is a cool toolbox of advanced graphics techniques.
Novice programmers and graphics gurus alike will find the Gems practical,
intriguing and useful."
--Tim Sweeney, Lead Programmer of Unreal at Epic Games
GPU Gems is a compilation of articles covering practical
real-time graphics techniques arising from the research and practice of
cutting edge developers. It focuses on the programmable graphics pipeline
available in today's graphics processing units (GPUs) and highlights quick
and dirty tricks used by leading developers, as well as fundamental, performance-conscious
techniques for creating advanced visual effects. The contributors and editors,
collectively, bring countless years of experience to enlighten and propel
the reader into the fascinating world of programmable real-time graphics.
Major topics covered include:
-
Natural effects
-
Lighting and shadows
-
Materials
-
Image processing
-
Performance and practicalities
-
Beyond triangles
Contributors are from the following universities and corporations:
-
Alias Systems
-
Brown University
-
Croteam
-
Cyan Worlds
-
Hochschule Bremen
-
Industrial Light & Magic
-
iXBT.com
-
Monolith Productions
-
New York University
-
Novarama
-
NVIDIA
-
Paralelo Computacao
-
Piranha Bytes
-
Pixar Animation Studios
-
Siemens Medical Solutions
-
Softimage Co.
-
Softlab-NSK
-
Sony Pictures Imageworks
-
Stanford University
-
UC Davis
-
UNC-Chapel Hill
-
Universitat Pompeu Fabra
-
University of Utah
-
University of Waterloo
The accompanying CD-ROM includes complimentary examples and sample programs.
Table of Contents
Preface.
I: NATURAL EFFECTS.
Effective Water Simulation from Physical
Models, Mark Finch (Cyan Worlds).
Rendering Water Caustics, Juan Guardado
(NVIDIA) and Daniel Sanchez-Crespo (Universitat Pompeu Fabra / Novarama
Technology).
Skin in the "Dawn" Demo, Curtis Beeson
and Kevin Bjorke (NVIDIA).
Animation in the "Dawn" Demo, Curtis
Beeson (NVIDIA).
Implementing Improved Perlin Noise,
Ken Perlin (New York University).
Fire in the "Vulcan" Demo, Hubert Nguyen
(NVIDIA).
Rendering Countless Blades of Waving
Grass, Kurt Pelzer (Piranha Bytes).
Simulating Diffraction, Jos Stam (Alias
Systems).
II: LIGHTING AND SHADOWS.
Efficient Shadow Volume Rendering,
Morgan McGuire (Brown University).
Cinematic Lighting, Fabio Pellacini
and Kiril Vidimce (Pixar Animation Studios).
Shadow Map Antialiasing, Michael Bunnell
(NVIDIA) and Fabio Pellacini (Pixar Animation Studios).
Omnidirectional Shadow Mapping, Philipp
Gerasimov (iXBT.com).
Generating Soft Shadows Using Interval
Occlusion Maps, William Donnelly (University of Waterloo) and Joe Demers
(NVIDIA).
Perspective Shadow Maps: Care and Feeding,
Simon Kozlov (Softlab-NSK).
Managing Visibility for Per-Pixel Lighting,
John O'Rorke (Monolith Productions).
III: MATERIALS.
Real-Time Approximations to Subsurface
Scattering, Simon Green (NVIDIA).
Ambient Occlusion, Matt Pharr and Simon
Green (NVIDIA).
Spatial BRDFs, David McAllister (NVIDIA).
Finite-Radius Sphere Environment Mapping,
Kevin Bjorke (NVIDIA).
Texture Bombing, Steve Glanville (NVIDIA).
IV: IMAGE PROCESSING.
Real-Time Glow, Greg James (NVIDIA)
and John O'Rorke (Monolith Productions).
Color Controls, Kevin Bjorke (NVIDIA).
Depth of Field: A Survey of Techniques,
Joe Demers (NVIDIA).
High-Quality Filtering, Kevin Bjorke
(NVIDIA).
Fast Filter Width Estimates with Texture
Maps, Matt Pharr (NVIDIA).
The OpenEXR File Format, Florian Kainz,
Rod Bogart, and Drew Hess (Industrial Light & Magic).
A Framework for Image Processing, Frank
Jargstorff (NVIDIA).
V: PERFORMANCE AND PRACTICALITIES.
Graphics Pipeline Performance, Cem
Cebenoyan (NVIDIA) .
Efficient Occlusion Culling, Dean Sekulic
(Croteam).
The Design of FX Composer, Christopher
Maughan (NVIDIA).
Using FX Composer, Christopher Maughan
(NVIDIA).
An Introduction to Shader Interfaces,
Matt Pharr (NVIDIA).
Converting Production RenderMan Shaders
to Real-Time, Steve Marshall (Sony Pictures Imageworks).
Integrating Hardware Shading into Cinema
4D, Jorn Loviscach (Hochschule Bremen).
Leveraging High-Quality Software Rendering
Effects in Real-Time Applications, Alexandre Jean Claude and Marc Stevens
(Softimage).
Integrating Shaders into Applications,
John O'Rorke (Monolith Productions).
VI: BEYOND TRIANGLES.
A Toolkit for Computation on GPUs,
Ian Buck and Tim Purcell (Stanford University).
Fast Fluid Dynamics Simulation on the
GPU, Mark Harris (University of North Carolina at Chapel Hill).
Volume Rendering Techniques, Joe Kniss
(University of Utah), Milan Ikits (University of Utah), Aaron Lefohn (University
of California, Davis), and Charles Hansen (University of Utah).
Applying Real-Time Shading to 3D Ultrasound
Visualization, Thilaka Sumanaweera (Siemens Medical Solutions USA, Inc.).
Real-Time Stereograms, Fabio Policarpo
(Paralelo Corporation).
Deformers, Eugene D'Eon (University
of Waterloo).
Index
|