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.
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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 |
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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
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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
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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 |
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General-Purpose Computation on GPUs: A
Primer
- Ch. 31: Mapping
Computational Concepts to GPUs
- Ch. 36: Stream Reduction Operations for
GPGPU Applications |
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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
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Ch. 42: Conservative Rasterization |
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Simulation and Numerical Algorithms
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Ch. 43: GPU Computing for Protein Structure
Prediction
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Ch. 44: A GPU Framework for Solving
Systems of Linear Equations
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Ch. 45: Options Pricing on the GPU
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Ch. 46: Improved GPU Sorting
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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.
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