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GPU Pro 4: Advanced Rendering Techniques 1st Edition
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GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods for producing real-time graphics.
Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Sebastien St-Laurent have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book begins with discussions on the ability of GPUs to process and generate geometry in exciting ways. It next introduces new shading and global illumination techniques for the latest real-time rendering engines and explains how image space algorithms are becoming a key way to achieve a more realistic and higher quality final image. Moving on to the difficult task of rendering shadows, the book describes the state of the art in real-time shadow maps. It then covers game engine design, including quality, optimization, and high-level architecture. The final section explores approaches that go beyond the normal pixel and triangle scope of GPUs as well as techniques that take advantage of the parallelism of modern graphic processors in a variety of applications.
Useful to beginners and seasoned game and graphics programmers alike, this color book offers practical tips and techniques for creating real-time graphics. Example programs and source code are available for download on the book’s CRC Press web page. The directory structure of the online material closely follows the book structure by using the chapter numbers as the name of the subdirectory.
- ISBN-101466567430
- ISBN-13978-1466567436
- Edition1st
- PublisherA K Peters/CRC Press
- Publication dateApril 26, 2013
- LanguageEnglish
- Dimensions7.6 x 0.8 x 9.4 inches
- Print length384 pages
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Product details
- Publisher : A K Peters/CRC Press; 1st edition (April 26, 2013)
- Language : English
- Hardcover : 384 pages
- ISBN-10 : 1466567430
- ISBN-13 : 978-1466567436
- Item Weight : 1.95 pounds
- Dimensions : 7.6 x 0.8 x 9.4 inches
- Best Sellers Rank: #4,810,690 in Books (See Top 100 in Books)
- #244 in Rendering & Ray Tracing
- #1,611 in Computer Graphics
- #2,241 in Graphics & Multimedia Programming
- Customer Reviews:
About the authors
Wolfgang is the CEO and Co-Founder of The Forge Interactive. The Forge Interactive is a think-tank for advanced real-time graphics research and a service provider for the video game and movie industry. His company worked in the last more than 15 years on many AAA IPs like Tomb Raider, Battlefield 4, Murdered Soul Suspect, Star Citizen, Dirt 4, Vainglory, Transistor, Call of Duty Black Ops 3, Battlefield 1, Mafia 3, Call of Duty Warzone, Supergiant's Hades, Forza, Fable, Forza Horizon, more Call of Duty's, Hypixel, No Man's Sky and many more. Wolfgang is the founder and editor of the ShaderX, GPU Pro, and GPU Zen books series, was a Microsoft MVP for 11 years, the author of several books and articles on real-time rendering, and a regular contributor to websites and the GDC.
Morgan McGuire is an associate professor of Computer Science at Williams College.
He’s contributed to products including the Skylanders, Call of Duty, Marvel Ultimate Alliance, and Titan Quest series of video games series, the E Ink display used in the Amazon Kindle, the PeakStream GPU computing architecture acquired by Google, and NVIDIA GPUs. Morgan has published papers on high-performance rendering and computational photography in SIGGRAPH, High Performance Graphics, the Eurographics Symposium on Rendering, Interactive 3D Graphics and Games, and Non-Photorealistic Animation and Rendering. He is a Visiting Professor at NVIDIA Research, the founding Editor-in-Chief of the Journal of Computer Graphics Techniques, the project manager for the G3D Innovation Engine. He previously chaired the ACM SIGGRAPH Symposium on Interactive 3D Graphics and Games and the ACM SIGGRAPH Symposium on Non-Photorealistic Animation and Rendering. He is the author or coauthor of Computer Graphics: Principles & Practice 3rd Edition, The Graphics Codex, Creating Games: Mechanics, Content, and Technology, and chapters of several GPU Gems, ShaderX and GPU Pro volumes.
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- Reviewed in the United States on August 29, 2013back to old days, when i jumped in game development, shader x1,2,3 guided me.
after x5, the tech in these book seems to cutting edge if i wanna use these in my daily working.
whatever i still encourage you reading it!sorry my native language is not english.
- Reviewed in the United States on February 14, 2017It meets expectations.
Top reviews from other countries
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GKReviewed in Germany on July 5, 2014
4.0 out of 5 stars Gutes Buch, mit paar Fehlern
Das Buch und die darin beschriebenen Techniken sind sehr aktuell und von guten Nutzen wenn man im Bereich Spiele/Simulation zu tun hat. Leider finden sich einige fluechtigkeitsfehler in Diagrammen oder auch im Text. Diese sind aber meistens recht einfach als solche zu erkennen.
- David FernandezReviewed in the United Kingdom on March 15, 2015
5.0 out of 5 stars Five Stars
Excellent, full of ideas that are rarely discussed in most forums / work places.