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** Get Free Ebook GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics, by Randima Fernando (Series Editor)

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GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics, by Randima Fernando (Series Editor)

GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics, by Randima Fernando (Series Editor)



GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics, by Randima Fernando (Series Editor)

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GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics, by Randima Fernando (Series Editor)

  • Sales Rank: #1098178 in Books
  • Published on: 2004-04-01
  • Ingredients: Example Ingredients
  • Original language: English
  • Number of items: 1
  • Dimensions: 9.50" h x 1.40" w x 7.62" l, 3.15 pounds
  • Binding: Hardcover
  • 816 pages

From the Back Cover

"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 The book includes product-oriented case studies, previously unpublished state-of-the-art research, comprehensive tutorials, and extensive code samples and demos throughout."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.



    About the Author

    Randima (Randy) Fernando is Manager of Developer Education at NVIDIA.



    Excerpt. © Reprinted by permission. All rights reserved.

    This book is an extensive and practical collection of articles about real-time computer graphics, accumulating the knowledge and experience of experts in both industry and academia. Building, in the same style, upon the wealth of the great "Gems" books already available, GPU Gems is a collection of short chapters. However, a number of key characteristics make this book unique and valuable to today's developers as they attempt to harness the ever-increasing power of the graphics processing unit (GPU).

    First and foremost, this book focuses squarely on real-time programmable graphics--specifically, on techniques relevant to GPUs. Each chapter was carefully selected to present ideas and techniques that are directly useful in interactive applications, such as computer games. The chapters provide insight and understanding, rather than focusing on low-level API calls or specific mathematical tricks. Furthermore, each chapter is packed with numerous full-color diagrams and images to illustrate and drive home key concepts. Finally, the experience and diversity of the contributors help readers gain a broad understanding, as well as a certain confidence that the advice they are getting comes from experts in the field.

    NVIDIA's strongest asset is its people: the depth and quality of their collective expertise inspired the initial idea for GPU Gems . With so much knowledge and expertise at hand, we felt that the thoughts and insights of the teams that brought us many recent advances in real-time graphics would make for a wonderfully instructive book. So, we started the project with an internal call for participation.

    Having the good fortune to work with people from leading game development houses, tool developers, film studios, and academic institutions who are shaping the future of real-time computer graphics, we also wanted to highlight their real-world contributions in GPU Gems. Hence, a wider, public call for participation allowed us to coalesce a great amount of talent and refreshing perspective into this volume.

    Whether you're creating new effects, architecting a graphics engine, or squeezing out the last bits of performance, we hope that this book provides valuable guidance and saves you from some of the challenges the authors faced on their own projects. All of us who worked on GPU Gems hope that it will help you to adopt new ideas and take your projects to the next level of graphical realism.

    Our Intended Audience

    This book provides intermediate and advanced readers with useful information that will help them in their projects. Focusing beyond the fundamentals of high-level shading, GPU Gems looks at how to take existing projects further by removing the mystery behind complex effects and advanced GPU programming. With the rapid evolution of real-time shading languages, the collection of algorithms available to real-time graphics developers is larger than ever. By compiling and distributing the information in this book, our goal is to make high-quality, high-performance graphics more accessible to a wider audience that includes game developers, technical directors, professors, and students.

    Trying the Examples

    Many of the chapters in this book include code samples to make their subject matter more concrete. The authors used whichever shading language they wanted, so the code samples ended up in DirectX 9's High-Level Shader Language (HLSL) or Cg, which were the only two high-level shading languages widely in use during this project. Almost everything that is presented can be applied to either language, as well as to languages that came later, such as the OpenGL Shading Language. The code samples are available on the CD that accompanies this book, along with standalone examples wherever possible. This makes it easy for you to integrate or experiment with the various examples. Updated sample code, as well as additional supplementary materials, is available at the book's Web site: http://developer.nvidia.com/GPUGems/.

    Randima (Randy) Fernando
    NVIDIA Corporation

    Most helpful customer reviews

    28 of 28 people found the following review helpful.
    Broad spectrum of visual tips, techniques and effects!
    By J. Jessup
    "GPU Gems" edited by Randima Fernando (Addison-Wesley, 2004, ISBN 0-321-22832-4) is a collection of white papers describing techniques and practical applications useful in today's programmable graphical processing units. The full color hardcover text is 816 pages and includes a CD-ROM that includes working demos and source for most of the articles presented in the book. The text retails for $59.99.
    The text is divided into six major parts: natural effects, lighting and shadows, materials, image progressing, performance and practicalities, and beyond triangles. Each part has anywhere between 5 to 9 chapters (for an overall total of 42 chapters). The chapters are separate white papers related to the overall part's major topic. For example, the natural effects part contains chapters on water caustics, Perlin noise, creating realistic fire, and diffraction just to name a few.
    Generally, each chapter has an introduction, a background with some mathematics, an implementation occasionally with some partial source code, a conclusion, and key references. While a different author writes each chapter, the overall feel of the book is consistent and smooth. The chapters read very similar to a SIGGRAPH paper without as much math or specific detail.
    Take for example, the chapter on stereograms - a process by which a 2D image encodes stereo information that when viewed correctly reveals a 3D scene. The chapter has brief background section that includes several helpful color examples. The author discusses how to create such an image using the fragment program capabilities of a GPU using the z-buffer as a depth map and provides a demo program on the CD. Many of the articles follow the same format - enough of a topic to provide understanding, but not enough depth to be comprehensive or fully instructional.
    The topics presented are extremely current. Many of the samples provided on the CD required the latest video hardware (GeForce4 or better) and latest drivers to run. The sample programs and demos require shader support, Cg, OpenGL, or the latest version of DirectX to run. On the plus side, the majority of the companion topics included pre-compiled binaries (but not the runtime dynamic link libraries) or an AVI illustrating the subject in addition to the source code. While the CD contains over 600 MB of examples from the text, it provided only 23 of the 42 topics covered in the book. Since most of the articles provide an overview and references to a topic, additional material on the CD would have been beneficial.
    The majority of the contributors are from the Nvidia Corporation which causes the book to bias toward their hardware and developer tools. In fact, one of the chapters is featured FX Composer, Nvidia's shader tool. The source code is a mixture of different shader languages from Microsoft's HLSL to Nvidia's Cg - with various authors using whatever was comfortable or convenient. Although the majority of the material presented is applicable to other hardware, it is critical to have a broad understanding of various shader languages if porting to specific hardware is important.
    I found the wide range of subjects quite interesting - and was refreshed that the topics actually seemed "ahead of the curve" in terms of hardware requirements. However in order to provide more subject depth, it seemed that the text could have been split into two volumes in order to expand the existing chapters with sufficient depth. As the material is just enough to get one started, the subject treatment may disappoint some readers seeking to apply the clever and unique techniques presented in the book directly or those hoping to use the book as an opportunity to learn some of the advanced features provided in a programming graphical processing unit.

    26 of 27 people found the following review helpful.
    Excellent!
    By Dave Astle
    I can't think of a topic that is more well-suited to a gems-style book than shaders, and given how important shaders have become in graphics and game development, I've been looking forward to this book since it was first announced.
    The book consists of 42 articles covering techniques available on modern programmable GPUs. The articles were written by the most impressive collection of authors I've seen. Many of them are from NVIDIA, with the rest being from game development studios and other leaders in the graphics industry, both in academia and commercial development. Each chapter is approximately 15-20 pages long, which allows for greater depth than most gems-style books.
    The topics covered include lighting, shadows, materials, image processing, performance tuning, water, fire, grass, skin (from the Dawn demo), and nontraditional uses of the GPU. The examples use either HLSL or Cg (and thankfully not assembly level shaders). Unfortunately, the OpenGL Shading Language was not complete at the time of the book's writing, but the examples should port easily.
    As should be obvious from the NVIDIA logo on the cover, ATI wasn't involved with this book. Not surprisingly then, many of the demo programs included on the CD won't work on ATI hardware. This is unfortunate, since ATI hardware seems to be more popular at the high end right now, so many readers won't be able to run a lot of the demos. However, the techniques themselves should be readily portable.
    As a nice bonus, the book is printed in full-color, which is definitely a welcome change as it makes it easier to visualize the results.
    This is one of the most timely and relevant books currently available for graphics and game development. I highly recommend it to anyone involved with either.

    20 of 22 people found the following review helpful.
    A Killer Book for HARD CORE Programmers
    By William G. Ryan
    Hard core graphics programming is definitely an area that separates the men from the boys. If your idea of graphics programming is making a ball bounce across the screen in Flash or Powerpoint, avoid this book. If you are a die hard programmer with a strong mathematical background looking to create some really kick a33 effects, this book is made for you.
    The background stuff: There are just under 50 authors that have collaborated to create this book. Just about all of them have a Ph.D from big name schools and I believe every one of them has at least a Master's degree. Most, but not all are folks from NVIDIA. The whole book is about 800 pages including intro/indexes et al.
    I really liked the book, but there's two things wrong with it. 1) If you don't have a VERY strong background in Graphics programming, you will be utterly clueless what's going on. There's No middle ground. 2) You need a pretty powerful graphics card to work through the examples, which, considering the target audience isn't unfair for them to assume. I have a fairly powerful card on my desktops, but my laptop just doesn't cut it and that's kind of a pain if you read on the run like I do.
    As far as negative comments go, that's it.
    So what's cool about it? The EFFECTS! Like I mentioned, if there's a cool special effect in a video game or movie, this book shows you how to do it. To summarize a few:
    1) Uru: Ages Beyond Myst. If you are familiar with the game and the large bodies of water that are employed, Chapter 1 explains it in depth. There's a good discussion of Gerstner waves , vertex shading and overall simulation models.
    2) Fire in the Vulcan. This effect was "Inspired by the Balrog creature in The Lord of the Rings movies, our goal was to display a monster that would be the source of raging flames..." Different variations of this theme have been around for a while and just about any gamer will be familiar with it. It's much more complex than the previously mentioned effect, but it's also more much compelling.
    3) Shadow Mapping. Virtually every driving/racing game you've played employs extensive use of Shadow Mapping. The book dedicates 3 Chapters (12, 13 & 14) to the subject and it's discussion is superb. While I don't personally find this the most interesting topic, it's probably the best written area of the book.
    4) Glow - Very Very cool. The scenario is the Tron 2.0 video game, but it's absolutely amazing. Although there was very little math here and the discussion was pretty much theory, I had a little (see a LOT) of difficulty re-creating the effects. The code accompanying the book includes everything for the chapter, but recreating my Cityscape wasn't happening. In all fairness though I was pretty excited with the effect and go into coding before reading it another time or two like I should have.
    5) One last really impressive area is Filtering. There are many apps where the UI is important but ancillary nonetheless. When I fire up XDesktop, I don't need everything pulsing and glowing doing neat stuff but eating up processor cycles. On the other hand, video games better perform well and anything video centric better be smooth, fast and cool.
    All in all I think this book is first rate. The effects absolutely rock, all of them are cool, and the picture quality in the book is superb. Just about every cool effect you'll want to deal with it covered in depth here and you won't leave the table hungry. I really can't emphasize enough though, this isn't a book for hobbyists. Much of the text is written primarily in symbolic math grammar and some of the simpler math involves manipulating Jacobian matricies for instance. If you want to really polish your graphics skills, this book is for you.

    See all 7 customer reviews...

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