“The GPU Gems series features 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
Contributors are from the following corporations and universities:
Budapest University of Technology and Economics
The Chinese University of Hong Kong
Czech Technical University in Prague
Digital Illusions Creative Entertainment
Eindhoven University of Technology
Helsinki University of Technology
Imperial College London
LaBRI–INRIA, University of Bordeaux
Playlogic Game Factory
University of California, Davis
University of Central Florida
University of Copenhagen
University of Girona
University of Illinois at Urbana-Champaign
University of North Carolina Chapel Hill
University of Tokyo
University of Waterloo
Section Editors include NVIDIA engineers: Cyril Zeller, Evan Hart, Ignacio Castaño, Kevin Bjorke, Kevin Myers, and Nolan Goodnight.
The accompanying DVD includes complementary examples and sample programs.
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Hubert Nguyen, Manager of Developer Education at NVIDIA, 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).Excerpt. © Reprinted by permission. All rights reserved.:
It has been only three years since the first GPU Gems book was introduced, and some areas of real-time graphics have truly become ultrarealistic. Chapter 14, “Advanced Techniques for Realistic Real-Time Skin Rendering,” illustrates this evolution beautifully, describing a skin rendering technique that works so well that the data acquisition and animation will become the most challenging problem in rendering human characters for the next couple of years.
All this progress has been fueled by a sustained rhythm of GPU innovation. These processing units continue to become faster and more flexible in their use. Today’s GPUs can process enormous amounts of data and are used not only for rendering 3D scenes, but also for processing images or performing massively parallel computing, such as financial statistics or terrain analysis for finding new oil fields.
Whether they are used for computing or graphics, GPUs need a software interface to drive them, and we are in the midst of an important transition. The new generation of APIs brings additional orthogonality and exposes new capabilities such as generating geometry programmatically. On the computing side, the CUDA architecture lets developers use a C-like language to perform computing tasks rather than forcing the programmer to use the graphics pipeline. This architecture will allow developers without a graphics background to tap into the immense potential of the GPU.
More than 200 chapters were submitted by the GPU programming community, covering a large spectrum of GPU usage ranging from pure 3D rendering to nongraphics applications. Each of them went through a rigorous review process conducted both by NVIDIA’s engineers and by external reviewers.
We were able to include 41 chapters, each of which went through another review, during which feedback from the editors and peer reviewers often significantly improved the content. Unfortunately, we could not include some excellent chapters, simply due to the space restriction of the book. It was difficult to establish the final table of contents, but we would like to thank everyone who sent a submission.
For the graphics-related chapters, we expect the reader to be familiar with the fundamentals of computer graphics including graphics APIs such as DirectX and OpenGL, as well as their associated high-level programming languages, namely HLSL, GLSL, or Cg. Anyone working with interactive 3D applications will find in this book a wealth of applicable techniques for today’s and tomorrow’s GPUs.
Readers interested in computing and CUDA will find it best to know parallel computing concepts. C programming knowledge is also expected.
Trying the Code Samples
GPU Gems 3 comes with a disc that includes samples, movies, and other demonstrations of the techniques described in this book. You can also go to the book’s Web page to find the latest updates and supplemental materials: developer.nvidia.com/gpugems3.
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Descrizione libro Addison-Wesley Professional, 2007. Hardcover. Condizione libro: New. Never used!. Codice libro della libreria P110321515269
Descrizione libro Addison-Wesley Professional, 2007. Hardcover. Condizione libro: New. book. Codice libro della libreria M0321515269