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GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics 1

معرفی کتاب «GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics 1» نوشتهٔ Daniel Z. Lieberman، Michael E. Long، María Eugenia Santa Coloma و Randima Fernando; NVIDIA Corporation، منتشرشده توسط نشر Addison-Wesley Professional در سال 2004. این کتاب در فرمت pdf، زبان انگلیسی ارائه شده است.

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 The book includes product-oriented case studies, previously unpublished state-of-the-art research, comprehensive tutorials, and extensive code samples and demos throughout."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 Rendering"""GPU 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 effectsLighting and shadowsMaterialsImage processingPerformance and practicalitiesBeyond triangles Contributors are from the following universities and corporations: Alias SystemsBrown UniversityCroteamCyan WorldsHochschule BremenIndustrial Light & MagiciXBT.comMonolith ProductionsNew York UniversityNovaramaNVIDIAParalelo ComputacaoPiranha BytesPixar Animation StudiosSiemens Medical SolutionsSoftimage Co.Softlab-NSKSony Pictures ImageworksStanford UniversityUC DavisUNC-Chapel HillUniversitat Pompeu FabraUniversity of UtahUniversity of Waterloo The accompanying CD-ROM includes complementary examples and sample programs.

this Book/cd-rom Package Describes Real-time Graphics Techniques Arising From The Research And Practice Of Cutting-edge Developers. The Book Focuses On The Programmable Graphics Pipeline Available In Today's Graphics Processing Units (gpus) And Highlights Tricks Used By Leading Developers As Well As Fundamental, Performance-conscious Techniques For Creating Advanced Visual Effects. Color Examples Illustrate Techniques On Almost Every Page, And The Accompanying Cd-rom Contains Examples And Sample Programs. Fernando Is Affiliated With Nvidia, As Are Many Of The Contributors. Annotation ©2004 Book News, Inc., Portland, Or

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This Is A Great Book That Every Programmer Involved In Game Development And/or Real-time Computer Graphics Should Have On His/her Shelf. For The Game Programmer It Is Critical To Stay Up-to-date With The Latest And Greatest Effects Available With Modern Gpus In Order To Remain Competitive When Creating The Gaming Experience. For The Graphics Developer, It Is Interesting To See How The Immense Processing Power Of Current Graphics Hardware Can Be Exploited In Graphics Applications. This Book Offers Insight On Both Of These Topics And More, And I Highly Recommend It.

Includes product-oriented case studies, tutorials, code samples and demos. This book contains articles covering practical real-time graphics techniques. It focuses on the programmable graphics pipeline available in graphics processing units (GPUs), as well as fundamental techniques for creating visual effects. Randima Fernando removes the mystery behind complex effects and reveals the full potential of programmable GPUs (graphics processing units). He covers some of the most difficult effects, such as simulating fire, water, and waving blades of grass
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