Thank you for purchasing GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation. This CD contains sample code and demonstrations for many of the book's chapters, as provided by the contributors. Updates and additional material can be found on the book's Web site, http://developer.nvidia.com/GPUGems2.

CD Table of Contents

In the list below, each chapter that has an accompanying code sample or demonstration is linked to the corresponding ZIP file, installer EXE, movie clip, or folder containing the unzipped data. In general, a ZIP file is present only if the unzipped folder would not have fit on the CD. Where possible, the contributors have included executable versions of their samples in addition to source code.

 

Geometric Complexity

- Ch. 02: Terrain Rendering using GPU-Based Geometry Clipmaps
- Ch. 06: Hardware Occlusion Queries Made Useful

- Ch. 07: Adaptive Tessellation of Subdivision Surfaces
             with Displacement Mapping

- Ch. 08: Per-Pixel Displacement Mapping with Distance Functions

Shading, Lighting, and Shadows

- Ch. 10: Real-Time Computation of Dynamic Irradiance Environment Maps
-
Ch. 11: Approximate Bidirectional Texture Functions
-
Ch. 12: Tile-Based Texture Mapping

- Ch. 14: Dynamic Ambient Occlusion and Indirect Lighting
- Ch. 15: Blueprint Rendering and "Sketchy Drawings"
- Ch. 16: Accurate Atmospheric Scattering
- Ch. 17: Efficient Soft-Edged Shadows Using Pixel Shader Branching
- Ch. 18: Using Vertex Texture Displacement for Realistic Water Rendering
- Ch. 19: Generic Refraction Simulation

High-Quality Rendering

- Ch. 20: Fast Third-Order Texture Filtering
- Ch. 21: High Quality Antialiased Rasterization
- Ch. 23: Hair Animation and Rendering in the Nalu Demo
- Ch. 26: Implementing Improved Perlin Noise
- Ch. 28: Mipmap Level Measurement

General-Purpose Computation on GPUs: A Primer

- Ch. 31: Mapping Computational Concepts to GPUs
- Ch. 36: Stream Reduction Operations for GPGPU Applications

Image-Oriented Computing

- Ch. 37: Octree Textures on the GPU
- Ch. 38: High-Quality Global Illumination Using Rasterization
- Ch. 40: Computer Vision on the GPU
- Ch. 42: Conservative Rasterization

Simulation and Numerical Algorithms

- Ch. 43: GPU Computing for Protein Structure Prediction
- Ch. 44: A GPU Framework for Solving Systems of Linear Equations
- Ch. 45: Options Pricing on the GPU
- Ch. 46: Improved GPU Sorting
- Ch. 48: Medical Image Reconstruction with the FFT

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

The winner of Game Developer Magazine's 2004 Front Line Award in the Books category, 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.

GPU Gems is hard cover, has 816 pages, and is in full color throughout, with over 300 diagrams and screenshots. It has a suggested retail price of $59.99 and is available at the Amazon, Barnes & Noble, and Addison-Wesley Web sites.

Learn more about GPU Gems in these selected excerpts:

     - Preface
     - Contributor Biographies
     - Chapter 3: Skin in the Dawn Demo

     - Chapter 14: Perspective Shadow Maps: Care and Feeding
     - Chapter 28: Graphics Pipeline Performance

Other Useful Resources

  Software Development
      - NVIDIA SDK (2004 Front Line Award Winner - Programming Category)

     - NVIDIA GPU Programming Guide
     - Cg Toolkit

   Content Creation
     - FX Composer (2004 Front Line Award Finalist - Art Tools Category)
    
 - NVIDIA Texture Tools
      - Melody

   Performance Tools
     
- NVPerfHUD

     - NVShaderPerf

The latest versions of all these are available at http://developer.nvidia.com.

System Requirements

The system requirements for each chapter's sample vary widely, but for optimal performance, we recommend that you use a Shader Model 3.0-class GPU such as an NVIDIA GeForce 6 Series, NV4X-based NVIDIA Quadro FX, or newer graphics processor. In addition, you may need to upgrade your graphics driver. You will need Microsoft Visual Studio to open up some of the provided projects. OpenGL, GLUT, and DirectX are also required to view all the examples. Many of the executable demos will run only on PCs running Microsoft Windows.

Legal Terms of Use

No Warranty.  THE SOFTWARE AND ANY OTHER MATERIALS PROVIDED BY NVIDIA TO DEVELOPER HEREUNDER ARE PROVIDED “AS IS.”  NVIDIA DISCLAIMS ALL WARRANTIES, EXPRESS, IMPLIED OR STATUTORY, INCLUDING, WITHOUT LIMITATION, THE IMPLIED WARRANTIES OF TITLE, MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.

Limitation of Liability.  NVIDIA SHALL NOT BE LIABLE TO DEVELOPER, DEVELOPER’S CUSTOMERS, OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR UNDER DEVELOPER FOR ANY LOSS OF PROFITS, INCOME, SAVINGS, OR ANY OTHER CONSEQUENTIAL, INCIDENTAL, SPECIAL, PUNITIVE, DIRECT OR INDIRECT DAMAGES (WHETHER IN AN ACTION IN CONTRACT, TORT OR BASED ON A WARRANTY), EVEN IF NVIDIA HAS BEEN ADVISED OF THE POSSIBILITY OF SUCH DAMAGES.  THESE LIMITATIONS SHALL APPLY NOTWITHSTANDING ANY FAILURE OF THE ESSENTIAL PURPOSE OF ANY LIMITED REMEDY.  IN NO EVENT SHALL NVIDIA'S AGGREGATE LIABILITY TO DEVELOPER OR ANY OTHER PERSON OR ENTITY CLAIMING THROUGH OR UNDER DEVELOPER EXCEED THE AMOUNT OF MONEY ACTUALLY PAID BY THE DEVELOPER TO NVIDIA FOR THE SOFTWARE OR ANY OTHER MATERIALS.

Copyright © 2005 NVIDIA® Corporation. All rights reserved. All company and/or product names may be trademarks and/or registered trademarks of the respective owners with which they are associated.


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