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“GPU Gems 2 isn’t meant to simply adorn your bookshelf—it’s required reading for anyone trying to keep pace with the rapid evolution of programmable graphics. If you’re serious about graphics, this book will take you to the edge of what the GPU can do.” —Remi Arnaud, Graphics Architect at Sony...
“GPU Gems 2 isn’t meant to simply adorn your bookshelf—it’s required reading for anyone trying to keep pace with the rapid evolution of programmable graphics. If you’re serious about graphics, this book will take you to the edge of what the GPU can do.” —Remi Arnaud, Graphics Architect at Sony Computer Entertainment “The topics covered in GPU Gems 2 are critical to the next generation of game engines.” —Gary McTaggart, Software Engineer at Valve, Creators of Half-Life and Counter-Strike This sequel to the best-selling, first volume of GPU Gems details the latest programming techniques for today’s graphics processing units (GPUs). As GPUs find their way into mobile phones, handheld gaming devices, and consoles, GPU expertise is even more critical in today’s competitive environment. Real-time graphics programmers will discover the latest algorithms for creating advanced visual effects, strategies for managing complex scenes, and advanced image processing techniques. Readers will also learn new methods for using the substantial processing power of the GPU in other computationally intensive applications, such as scientific computing and finance. Twenty of the book’s forty-eight chapters are devoted to GPGPU programming, from basic concepts to advanced techniques. Written by experts in cutting-edge GPU programming, this book offers readers practical means to harness the enormous capabilities of GPUs. Major topics covered include: Geometric Complexity Shading, Lighting, and Shadows High-Quality Rendering General-Purpose Computation on GPUs: A Primer Image-Oriented Computing Simulation and Numerical Algorithms Contributors are from the following corporations and universities: 1C: Maddox Games2015Apple ComputerArmstrong State UniversityClimax EntertainmentCrytekdiscreetETH ZurichGRAVIR/IMAG—INRIAGSC Game WorldLionhead StudiosLund UniversityMassachusetts Institute of Technologymental imagesMicrosoft ResearchNVIDIA CorporationPiranha BytesSiemens Corporate ResearchSiemens Medical SolutionsSimutronics CorporationSony Pictures ImageworksStanford UniversityStony Brook UniversityTechnische Universität MünchenUniversity of California, DavisUniversity of North Carolina at Chapel HillUniversity of PotsdamUniversity of TokyoUniversity of TorontoUniversity of UtahUniversity of VirginiaUniversity of WaterlooVienna University of TechnologyVRVis Research Center Section editors include NVIDIA engineers: Kevin Bjorke, Cem Cebenoyan, Simon Green, Mark Harris, Craig Kolb, and Matthias Wloka The accompanying CD-ROM includes complementary examples and sample programs.
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