Gpu Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation

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9780321335593: Gpu Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation
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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 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 Games 2015 Apple Computer Armstrong State University Climax Entertainment Crytek discreet ETH Zurich GRAVIR/IMAG-INRIA GSC Game World Lionhead Studios Lund University Massachusetts Institute of Technology mental images Microsoft Research NVIDIA Corporation Piranha Bytes Siemens Corporate Research Siemens Medical Solutions Simutronics Corporation Sony Pictures Imageworks Stanford University Stony Brook University Technische Universitat Munchen University of California, Davis University of North Carolina at Chapel Hill University of Potsdam University of Tokyo University of Toronto University of Utah University of Virginia University of Waterloo Vienna University of Technology VRVis 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.

About the Author:

Matt Pharr is a software engineer at NVIDIA. Matt is also the coauthor of the book Physically Based Rendering: From Theory to Implementation (Morgan Kaufmann, 2004). Randima (Randy) Fernando is Manager of Developer Education at NVIDIA.

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Pharr, Matt; Fernando, Randima
Editorial: Addison-Wesley Professional (2005)
ISBN 10: 0321335597 ISBN 13: 9780321335593
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Descripción Addison-Wesley Professional, 2005. Hardcover. Estado de conservación: New. book. Nº de ref. de la librería 0321335597

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Descripción Addison-Wesley Professional, 2005. Estado de conservación: New. Brand New, Unread Copy in Perfect Condition. A+ Customer Service! Summary: Foreword xxixPreface xxxiContributors xxxvPART I: GEOMETRIC COMPLEXITY 1Chapter 1: Toward Photorealism in Virtual Botany 7 David Whatley, Simutronics Corporation1.1 Scene Management 7 1.2 The Grass Layer 11 1.3 The Ground Clutter Layer 17 1.4 The Tree and Shrub Layers 18 1.5 Shadowing 20 1.6 Post-Processing 22 1.7 Conclusion 24 1.8 References 24 Chapter 2: Terrain Rendering Using GPU-Based Geometry Clipmaps 27 Arul Asirvatham, Microsoft Research Hugues Hoppe, Microsoft Research2.1 Review of Geometry Clipmaps 27 2.2 Overview of GPU Implementation 30 2.3 Rendering 32 2.4 Update 39 2.5 Results and Discussion 43 2.6 Summary and Improvements 43 2.7 References 44 Chapter 3: Inside Geometry Instancing 47 Francesco Carucci, Lionhead Studios3.1 Why Geometry Instancing? 48 3.2 Definitions 49 3.3 Implementation 53 3.4 Conclusion 65 3.5 References 67 Chapter 4: Segment Buffering 69 Jon Olick, 20154.1 The Problem Space 69 4.2 The Solution 70 4.3 The Method 71 4.4 Improving the Technique 72 4.5 Conclusion 72 4.6 References 73 Chapter 5: Optimizing Resource Management with Multistreaming. 75 Oliver Hoeller, Piranha Bytes Kurt Pelzer, Piranha Bytes5.1 Overview 76 5.2 Implementation 77 5.3 Conclusion 89 5.4 References 90 Chapter 6: Hardware Occlusion Queries Made Useful 91 Michael Wimmer, Vienna University of Technology Jiri Bittner, Vienna University of Technology6.1 Introduction 91 6.2 For Which Scenes Are Occlusion Queries Effective? 92 6.3 What Is Occlusion Culling? 93 6.4 Hierarchical Stop-and-Wait Method 94 6.5 Coherent Hierarchical Culling 97 6.6 Optimizations 105 6.7 Conclusion 106 6.8 References 108 Chapter 7: Adaptive Tessellation of Subdivision Surfaces withDisplacement Mapping 109 Michael Bunnell, NVIDIA Corporation7.1 Subdivision Surfaces 109 7.2 Displacement Mapping 119 7.3 Conclusion 122 7.4 References 122 Chapter 8: Per-Pixel Displacement Mapping with Distance Functions 123 William Donnelly, University of Waterloo8.1 Introduction 123 8.2 Previous Work 125 8.3 The Distance-Mapping Algorithm 126 8.4 Computing the Distance Map 130 8.5 The Shaders 130 8.6 Results 132 8.7 Conclusion 134 8.8 References 135 PART II: SHADING, LIGHTING, AND SHADOWS 137Chapter 9: Deferred Shading in S.T.A.L.K.E.R. 143 Oles Shishkovtsov, GSC Game World9.1 Introduction 143 9.2 The Myths 145 9.3 Optimizations 147 9.4 Improving Quality 154 9.5 Antialiasing 158 9.6 Things We Tried but Did Not Include in the Final Code 162 9.7 Conclusion 164 9.8 References 165 Chapter 10: Real-Time Computation of Dynamic Irradiance Environment Maps 167 Gary King, NVIDIA Corporation10.1 Irradiance Environment Maps 167 10.2 Spherical Harmonic Convolution 170 10.3 Mapping to the GPU 172 10.4 Further Work 175 10.5 Conclusion 176 10.6 References 176 Chapter 11: Approximate Bidirectional Texture Functions 177 Jan Kautz, Massachusetts Institute of Technology11.1 Introduction 177 11.2 Acquisition 179 11.3 Rendering 181 11.4 Results 184 11.5 Conclusion 187 11.6 References 187 Chapter 12: Tile-Based Texture Mapping 189 Li-Yi Wei, NVIDIA Corporation12.1 Our Approach 191 12.2 Texture Tile Construction 191 12.3 Texture Tile Packing 192 12.4 Texture Tile Mapping 195 12.5 Mipmap Issues 197 12.6 Conclusion 198 12.7 References 199 Chapter 13: Implementing the mental images Phenomena Renderer on the GPU 201 Martin-Karl Lefrancois, mental images13.1 Introduction 201 13.2 Shaders. Nº de ref. de la librería ABE_book_new_0321335597

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Descripción Pearson Education (US), United States, 2005. Mixed media product. Estado de conservación: New. 238 x 188 mm. Language: English . Brand New Book. 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 Games 2015 Apple Computer Armstrong State University Climax Entertainment Crytek discreet ETH Zurich GRAVIR/IMAG-INRIA GSC Game World Lionhead Studios Lund University Massachusetts Institute of Technology mental images Microsoft Research NVIDIA Corporation Piranha Bytes Siemens Corporate Research Siemens Medical Solutions Simutronics Corporation Sony Pictures Imageworks Stanford University Stony Brook University Technische Universitat Munchen University of California, Davis University of North Carolina at Chapel Hill University of Potsdam University of Tokyo University of Toronto University of Utah University of Virginia University of Waterloo Vienna University of Technology VRVis 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. Nº de ref. de la librería BZV9780321335593

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Pharr, Matt; Fernando, Randima
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Descripción Pearson Education (US), United States, 2005. Mixed media product. Estado de conservación: New. 238 x 188 mm. Language: English . Brand New Book. 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 Games 2015 Apple Computer Armstrong State University Climax Entertainment Crytek discreet ETH Zurich GRAVIR/IMAG-INRIA GSC Game World Lionhead Studios Lund University Massachusetts Institute of Technology mental images Microsoft Research NVIDIA Corporation Piranha Bytes Siemens Corporate Research Siemens Medical Solutions Simutronics Corporation Sony Pictures Imageworks Stanford University Stony Brook University Technische Universitat Munchen University of California, Davis University of North Carolina at Chapel Hill University of Potsdam University of Tokyo University of Toronto University of Utah University of Virginia University of Waterloo Vienna University of Technology VRVis 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. Nº de ref. de la librería AAC9780321335593

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Descripción Addison-Wesley Professional. Hardcover. Estado de conservación: New. 0321335597 Brand New Book. Ships from the United States. 30 Day Satisfaction Guarantee!. Nº de ref. de la librería 4735237

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Descripción Hardcover. Estado de conservación: New. 192mm x 40mm x 244mm. Hardcover. 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 graphi.Shipping may be from multiple locations in the US or from the UK, depending on stock availability. 880 pages. 1.456. Nº de ref. de la librería 9780321335593

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Descripción Addison-Wesley Professional, 2005. Estado de conservación: New. Brand new! Please provide a physical shipping address. Nº de ref. de la librería 9780321335593

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