Buy Used
CDN$ 49.96
+ CDN$ 6.49 shipping
Used: Good | Details
Sold by Daily-Deal-
Condition: Used: Good
Comment: This Book is in Good Condition. Clean Copy With Light Amount of Wear. 100% Guaranteed.
Have one to sell?
Flip to back Flip to front
Listen Playing... Paused   You're listening to a sample of the Audible audio edition.
Learn more
See this image

GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics Hardcover – Mar 22 2004

4.2 out of 5 stars 6 customer reviews

See all formats and editions Hide other formats and editions
Amazon Price
New from Used from
Hardcover
"Please retry"
CDN$ 119.14 CDN$ 49.96

Harry Potter and the Cursed Child
click to open popover

No Kindle device required. Download one of the Free Kindle apps to start reading Kindle books on your smartphone, tablet, and computer.
Getting the download link through email is temporarily not available. Please check back later.

  • Apple
  • Android
  • Windows Phone
  • Android

To get the free app, enter your mobile phone number.




Product Details

  • Hardcover: 816 pages
  • Publisher: Addison-Wesley Professional; 1 edition (March 22 2004)
  • Language: English
  • ISBN-10: 0321228324
  • ISBN-13: 978-0321228321
  • Product Dimensions: 19.4 x 3.6 x 24.1 cm
  • Shipping Weight: 1.4 Kg
  • Average Customer Review: 4.2 out of 5 stars 6 customer reviews
  • Amazon Bestsellers Rank: #487,419 in Books (See Top 100 in Books)
  •  Would you like to update product info, give feedback on images, or tell us about a lower price?

  • See Complete Table of Contents

Product Description

From the Inside Flap

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.

From the Back Cover

GPU Gems has won a prestigious Front Line Award from Game Developer Magazine. The Front Line Awards recognize products that enable faster and more efficient game development, advancing the state of the art.

FULL COLOR THROUGHOUT!

“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 RenderingGPU 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 complementary examples and sample programs.



    See all Product Description

    Customer Reviews

    4.2 out of 5 stars
    Share your thoughts with other customers

    Top Customer Reviews

    Format: Hardcover
    "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.
    Read more ›
    Was this review helpful to you? Yes No Sending feedback...
    Thank you for your feedback.
    Sorry, we failed to record your vote. Please try again.
    Report abuse
    Format: Hardcover
    Addison-Wesley and nVIDIA went all out on this book. Every page is color. This means all of the code samples, graphics, everything, is in color. This is not only an impressive trick, it also makes a book on computer graphics a lot easier to read. To understand what a particular algorithm is trying to do with color you needn't go to the center of the book, the graphic is right there.
    The content of the book is somewhat mixed. It's done as a collection of papers so the writing tends to vary from verbose to terse. For example the chapter on depth-of-field covers five different techniques in 15 pages with 13 medium to large graphics. That's impressive compression, but it means that it is very terse and the chapter amounts to little more than an overview. The very next chapter, on high-quality filtering, weighing in at 25 pages has a better balance of overview and detail.
    Despite it's inconsistencies the book is still a wonderful resource and, frankly, a nice coffee table book to boot. It's even got some unintentionally funny parts, like the section header before page 3 that shows the most un-natural looking monster you have ever seen with the title 'Natural Effects'. Hardly. Still, a great book and a fun read. Bravo AW and nVIDIA.
    Was this review helpful to you? Yes No Sending feedback...
    Thank you for your feedback.
    Sorry, we failed to record your vote. Please try again.
    Report abuse
    Format: Hardcover
    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.
    Read more ›
    Was this review helpful to you? Yes No Sending feedback...
    Thank you for your feedback.
    Sorry, we failed to record your vote. Please try again.
    Report abuse


    Feedback