GPU Gems 3 View Larger Image | Hubert Nguyen Addison-Wesley, Hardcover, Bk&DVD edition, Published August 2007, 1008 pages, ISBN 0321515269 | List Price: $69.99 Our Price: $54.50 You Save: $15.49 (22% 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: - Filthy Rich Clients: Developing Animated and Graphical Effects for Desktop Java Applications; Chet Haase, et al, $31.50, 37% Off!
- GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation; Matt Pharr, $54.50, 22% Off!
- OpenGL SuperBible: Comprehensive Tutorial and Reference, 4th Edition; Richard S. Wright, et al, $46.95, 22% Off!
- OpenGL Programming Guide: The Official Guide to Learning OpenGL, Version 2.1; Dave Schreiner, et al, $50.50, 22% Off!
Books on similar topics, in best-seller order:Books from the same publisher, in best-seller order:
"The GPU Gems Series feature 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:
- 3Dfactor R&D
- 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 at Chapel Hill
- University of Tokyo
- University of Waterloo
GPU Gems 3 is edited by Hubert Nguyen,
Manager of Developer Education at NVIDIA. Hubert 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).
Section Editors include NVIDIA engineers:
Cyril Zeller, Evan Hart, Ignacio CastaƱo, Kevin Bjorke,
Kevin Myers, and Nolan Goodnight.
Table of Contents
Preface
PART I: GEOMETRY
Chapter 1. Generating Complex Procedural Terrains
Using the GPU
Chapter 2. Animated Crowd Rendering
Chapter 3. DirectX 10 Blend Shapes: Breaking the
Limits
Chapter 4. Next-Generation SpeedTree Rendering
Chapter 5. Generic Adaptive Mesh Refinement
Chapter 6. GPU-Generated Procedural Wind Animations
for Trees
Chapter 7. Point-Based Visualization of Metaballs
on a GPU
PART II: LIGHT AND SHADOWS
Chapter 8. Summed-Area Variance Shadow Maps
Chapter 9. Interactive Cinematic Relighting with
Global Illumination
Chapter 10. Parallel-Split Shadow Maps on Programmable
GPUs
Chapter 11. Efficient and Robust Shadow Volumes
Using Hierarchical Occlusion Culling and Geometry Shaders
Chapter 12. High-Quality Ambient Occlusion
Chapter 13. Volumetric Light Scattering as a Post-Process
PART III: RENDERING
Chapter 14. Advanced Techniques for Realistic Real-Time
Skin Rendering
Chapter 15. Playable Universal Capture
Chapter 16. Vegetation Procedural Animation and
Shading in Crysis
Chapter 17. Robust Multiple Specular Reflections
and Refractions
Chapter 18. Relaxed Cone Stepping for Relief Mapping
Chapter 19. Deferred Shading in Tabula Rasa
Chapter 20. GPU-Based Importance SamplingIV: Image
Effects
Chapter 21. True Impostors
Chapter 22. Baking Normal Maps on the GPU
Chapter 23. High-Speed, Off-Screen Particles
Chapter 24. The Importance of Being Linear
Chapter 25. Rendering Vector Art on the GPU
Chapter 26. Object Detection by Color: Using the
GPU for Real-Time Video Image Processing
Chapter 27. Motion Blur as a Post-Processing Effect
Chapter 28. Practical Post-Process Depth of Field
PART V: PHYSICS SIMULATION
Chapter 29. Real-Time Rigid Body Simulation on GPUs
Chapter 30. Real-Time Simulation and Rendering
of 3D Fluids
Chapter 31. Fast N-Body Simulation with CUDA
Chapter 32. Broad-Phase Collision Detection with
CUDA
Chapter 33. LCP Algorithms for Collision Detection
Using CUDA
Chapter 34. Signed Distance Fields Using Single-Pass
GPU Scan Conversion of Tetrahedra
PART VI: GPU COMPUTING
Chapter 35. Fast Virus Signature Matching on the
GPU
Chapter 36. AES Encryption and Decryption on the
GPU
Chapter 37. Efficient Random Number Generation
and Application Using CUDA
Chapter 38. Imaging Earth's Subsurface Using
CUDA
Chapter 39. Parallel Prefix Sum Scan with CUDA
Chapter 40. Incremental Computation of the Gaussian
Chapter 41. Using the Geometry Shader for Compact
and Variable-Length GPU Feedback
Index
|