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GPU Gems 2: Programming Techniques - Hardcover, by Matt Pharr; Randima - New h
US $23,56
CircaEUR 20,06
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Numero oggetto eBay:405819177564
Specifiche dell'oggetto
- Condizione
- Book Title
- GPU Gems 2: Programming Techniques For High-Performance Graphics
- ISBN
- 0321335597
Informazioni su questo prodotto
Product Identifiers
Publisher
Addison Wesley Professional
ISBN-10
0321335597
ISBN-13
9780321335593
eBay Product ID (ePID)
44107450
Product Key Features
Number of Pages
864 Pages
Publication Name
GPU Gems 2 : Programming Techniques for High-Performance Graphics and General-Purpose Computation
Language
English
Subject
Computer Graphics, Programming / General, Digital Media / Video & Animation
Publication Year
2005
Type
Textbook
Subject Area
Computers
Format
Hardcover
Dimensions
Item Height
1.6 in
Item Weight
54.3 Oz
Item Length
9.6 in
Item Width
7.7 in
Additional Product Features
Edition Number
2
Intended Audience
Scholarly & Professional
LCCN
2004-030181
Dewey Edition
22
Illustrated
Yes
Dewey Decimal
006.66
Synopsis
" 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." --Remi 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 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 advanced image processing techniques. 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. Major topics covered include: Geometric Complexity Shading, Lighting, and Shadows High-Quality Rendering General-Purpose Computation on GPUs: A Primer Image-Oriented Computing Simulation and Numerical Algorithms Contributors are from the following corporations and universities: 1C: Maddox Games 2015 Apple Computer Armstrong State University Climax Entertainment Crytek discreet ETH Zurich GRAVIR/IMAG--INRIA GSC Game World Lionhead Studios Lund University Massachusetts Institute of Technology mental images Microsoft Research NVIDIA Corporation Piranha Bytes Siemens Corporate Research Siemens Medical Solutions Simutronics Corporation Sony Pictures Imageworks Stanford University Stony Brook University Technische Universitt Mnchen University of California, Davis University of North Carolina at Chapel Hill University of Potsdam University of Tokyo University of Toronto University of Utah University of Virginia University of Waterloo Vienna University of Technology VRVis Research Center Section editors include NVIDIA engineers: Kevin Bjorke, Cem Cebenoyan, Simon Green, Mark Harris, Craig Kolb, and Matthias Wloka The accompanying CD-ROM includes complementary examples and sample programs., " 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." Remi 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 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 advanced image processing techniques. 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. Major topics covered include: Geometric Complexity Shading, Lighting, and Shadows High-Quality Rendering General-Purpose Computation on GPUs: A Primer Image-Oriented Computing Simulation and Numerical Algorithms Contributors are from the following corporations and universities: 1C: Maddox Games 2015 Apple Computer Armstrong State University Climax Entertainment Crytek discreet ETH Zurich GRAVIR/IMAG INRIA GSC Game World Lionhead Studios Lund University Massachusetts Institute of Technology mental images Microsoft Research NVIDIA Corporation Piranha Bytes Siemens Corporate Research Siemens Medical Solutions Simutronics Corporation Sony Pictures Imageworks Stanford University Stony Brook University Technische Universitat München University of California, Davis University of North Carolina at Chapel Hill University of Potsdam University of Tokyo University of Toronto University of Utah University of Virginia University of Waterloo Vienna University of Technology VRVis Research Center Section editors include NVIDIA engineers: Kevin Bjorke, Cem Cebenoyan, Simon Green, Mark Harris, Craig Kolb, and Matthias Wloka The accompanying CD-ROM includes complementary examples and sample programs., " 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." --Remi 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 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 advanced image processing techniques. 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. Major topics covered include: Geometric Complexity Shading, Lighting, and Shadows High-Quality Rendering General-Purpose Computation on GPUs: A Primer Image-Oriented Computing Simulation and Numerical Algorithms Contributors are from the following corporations and universities: 1C: Maddox Games 2015 Apple Computer Armstrong State University Climax Entertainment Crytek discreet ETH Zurich GRAVIR/IMAG--INRIA GSC Game World Lionhead Studios Lund University Massachusetts Institute of Technology mental images Microsoft Research NVIDIA Corporation Piranha Bytes Siemens Corporate Research Siemens Medical Solutions Simutronics Corporation Sony Pictures Imageworks Stanford University Stony Brook University Technische Universitat Munchen University of California, Davis University of North Carolina at Chapel Hill University of Potsdam University of Tokyo University of Toronto University of Utah University of Virginia University of Waterloo Vienna University of Technology VRVis Research Center Section editors include NVIDIA engineers: Kevin Bjorke, Cem Cebenoyan, Simon Green, Mark Harris, Craig Kolb, and Matthias Wloka The accompanying CD-ROM includes complementary examples and sample programs.
LC Classification Number
T385.G688 2005
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