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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.
GPU Gems 2 is edited by Matt Pharr, Software Engineer at NVIDIA. Matt is also the coauthor of Physically Based Rendering: From Theory to Implementation (Morgan-Kaufmann 2004). The GPU Gems series editor is Randima Fernando, Manager of Developer Education at NVIDIA. Randy edited the first volume of GPU Gems (Addison-Wesley, 2004) and coauthored The Cg Tutorial (Addison-Wesley, 2003) with Mark J. Kilgard. Section editors include NVIDIA engineers:
“GPU Gems 2 isn’t meant to simply adorn your bookshelf—it’s required reading for anyone trying to keep pace with the rapid evolution of programmable graphics. If you’re serious about graphics, this book will take you to the edge of what the GPU can do.” – Rémi 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 Table of Contents
Towards Photorealism in Virtual Botany Terrain Rendering using GPU-Based Geometry Clipmaps Inside Geometry Instancing Segment Buffering Optimizing Resource Management with Multi-Streaming Hardware Occlusion Queries Made Useful Adaptive Tessellation of Subdivision Surfaces with Displacement Mapping Per-Pixel Displacement Mapping with Distance Functions
Deferred Shading in STALKER Real-Time Computation of Dynamic Irradiance Environment Maps Approximate Bidirectional Texture Functions Tile-Based Texture Mapping Implementing the Mental Images Phenomena Renderer on the GPU Dynamic Ambient Occlusion and Indirect Lighting Blueprint Rendering and "Sketchy Drawings" Accurate Atmospheric Scattering Efficient Soft-Edged Shadows Using Pixel Shader Branching Using Vertex Texture Displacement for Realistic Water Rendering Generic Refraction Simulation
Fast Third-Order Texture Filtering High Quality Antialiased Rasterization Fast Prefiltered Lines Hair Animation and Rendering in the Nalu Demo Using Lookup Tables to Accelerate Color Transformations GPU Image Processing in Apple's Motion Implementing Improved Perlin Noise Advanced High-Quality Filtering Mipmap Level Measurement
Streaming Architectures and Technology Trends The GeForce 6 Series GPU Architecture Mapping Computational Concepts to GPUs GPU Computation Strategies and Tips Implementing Efficient Parallel Data Structures on GPUs GPU Flow Control Idioms GPU Program Optimization Stream Reduction Operations for GPGPU Applications
Octree Textures on the GPU High-Quality Global Illumination Rendering Using Rasterization Global Illumination using Progressive Refinement Radiosity Computer Vision on the GPU Deferred Filtering: Rendering from Difficult Data Formats Conservative Rasterization
GPU Computing for Protein Structure Prediction A GPU Framework for Solving Systems of Linear Equations Options Pricing on the GPU Improved GPU Sorting Flow Simulation with Complex Boundaries Medical Image Reconstruction with the FFT |