معرفی کتاب «GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation 2» نوشتهٔ edited by Matt Pharr، Randima Fernando و series editor. 2، منتشرشده توسط نشر Addison-Wesley Professional در سال 2005. این کتاب در 831 صفحه، فرمت pdf، زبان انگلیسی ارائه شده است. «GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation 2» در دستهٔ برنامهنویسی قرار دارد.
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 ComplexityShading, Lighting, and ShadowsHigh-Quality RenderingGeneral-Purpose Computation on GPUs: A PrimerImage-Oriented ComputingSimulation and Numerical Algorithms Cover......Page 1 Visual Table of Contents......Page 2 Contents......Page 8 Foreword......Page 30 Preface......Page 32 Contributors......Page 36 Part I - Geometric Complexity......Page 51 Chapter 1 - Towards Photorealism in Virtual Botany......Page 55 Chapter 2 - Terrain Rendering Using GPU-Based Geometry Clipmaps......Page 74 Chapter 3 - Inside Geometry Instancing......Page 93 Chapter 4 - Segment Buffering......Page 114 Chapter 5 - Optimizing Resource Management with Multistreaming......Page 119 Chapter 6 - Hardware Occlusion Queries Made Useful......Page 135 Chapter 7 - Adaptive Tesselation of Subdivision Surfaces with Displacement Mapping......Page 153 Chapter 8 - Per-Pixel Displacement Mapping with Distance Functions......Page 167 Part II - Shading, Lighting, and Shadows......Page 181 Chapter 9 - Deferred Shading in S.T.A.L.K.E.R.......Page 185 Chapter 10 - Real-time Computation of Dynamic Irradiance Environment Maps......Page 208 Chapter 11 - Approximate Bidirectional Texture Functions......Page 218 Chapter 12 - Tile-Based Texture Mapping......Page 229 Chapter 13 - Implementing the Mental Images Phenomena Renderer on the GPU......Page 241 Chapter 14 - Dynamic Ambient Occlusion and Indirect Lighting......Page 263 Chapter 15 - Blueprint Rendering and "Sketchy Drawings"......Page 274 Chapter 16 - Accurate Atmospheric Scattering......Page 292 Chapter 17 - Efficient Soft-Edged Shadows Using Pixel Shader Branching......Page 308 Chapter 18 - Using Vertex Texture Displacement for Realistic Water Rendering......Page 322 Chapter 19 - Generic Refraction Simulation......Page 334 Part III - High-Quality Rendering......Page 345 Chapter 20 - Fast Third-Order Texture Filtering......Page 349 Chapter 21 - High-Quality Antialiased Rasterization......Page 366 Chapter 22 - Fast Prefiltered Lines......Page 380 Chapter 23 - Hair Animation and Rendering in the Nalu Demo......Page 395 Chapter 24 - Using Lookup Tables to Accelerate Color Transformations......Page 415 Chapter 25 - GPU Image Processing in Apple's Motion......Page 427 Chapter 26 - Implementing Improved Perlin Noise......Page 443 Chapter 27 - Advanced High-Quality Filtering......Page 451 Chapter 28 - Mipmap-Level Measurement......Page 470 Part IV - General-Purpose Computing on GPUs - A Primer......Page 483 Chapter 29 - Streaming Architectures and Technology Trends......Page 487 Chapter 30 - The GeForce 6 Series GPU Architecture......Page 501 Chapter 31 - Mapping Computational Concepts to GPUs......Page 522 Chapter 32 - Taking the Plunge into GPU Computing......Page 538 Chapter 33 - Implementing Efficient Parallel Data Structures on GPUs......Page 549 Chapter 34 - GPU Flow-Control Idioms......Page 574 Chapter 35 - GPU Program Optimization......Page 583 Chapter 36 - Stream Reduction Operations for GPGPU Applications......Page 598 Part V - Image-Oriented Computing......Page 615 Chapter 37 - Octree Textures on the GPU......Page 618 Chapter 38 - High-Quality Global Illumination Rendering Using Rasterization......Page 637 Chapter 39 - Global Illumination Using Progressive Refinement Radiosity......Page 656 Chapter 40 - Computer Vision on the GPU......Page 669 Chapter 41 - Deferred Filtering: Rendering from Difficult Data Formats......Page 687 Chapter 42 - Conservative Rasterization......Page 696 Part VI - Simulation and Numerical Algorithms......Page 710 Chapter 43 - GPU Computing for Protein Structure Prediction......Page 713 Chapter 44 - A GPU Framework for Solving Systems of Linear Equations......Page 721 Chapter 45 - Options Pricing on the GPU......Page 737 Chapter 46 - Improved GPU Sorting......Page 750 Chapter 47 - Flow Simulation with Complex Boundaries......Page 764 Chapter 48 - Medical Image Reconstruction with the FFT......Page 782 Index......Page 802 'GPU Gems 2 isnât meant to simply adorn your bookshelf-itâs required reading for anyone trying to keep pace with the rapid evolution of programmable graphics. If youâre 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 todayâs graphics processing units (GPUs). As GPUs find their way into mobile phones, handheld gaming devices, and consoles, GPU expertise is even more critical in todayâs 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 bookâs 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-PurposeComputation 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 Universität MÃ1⁄4nchen
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.
"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 techniques for advanced image processing. Readers will alsolearn 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."-- From back cover. "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 techniques for advanced image processing. 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."--Back cover GPU Gems 2 Programming Techniques for High Performance Graphics and General Purpose Computation by Addison Wesley,2005, Hardcover