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GPU Gems 3
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Hubert Nguyen
Addison-Wesley, Hardcover, Bk&DVD edition, Published August 2007, 1008 pages, ISBN 0321515269
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"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




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