Author: Wolfgang Engel
Publisher: CRC Press
ISBN: 1482264625
Category : Computers
Languages : en
Pages : 574
Book Description
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advance
GPU Pro 6
Author: Wolfgang Engel
Publisher: CRC Press
ISBN: 1482264625
Category : Computers
Languages : en
Pages : 574
Book Description
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advance
Publisher: CRC Press
ISBN: 1482264625
Category : Computers
Languages : en
Pages : 574
Book Description
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advance
GPU Pro 360 Guide to Rendering
Author: Wolfgang Engel
Publisher: CRC Press
ISBN: 1351261517
Category : Computers
Languages : en
Pages : 589
Book Description
Wolfgang Engel’s GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges
Publisher: CRC Press
ISBN: 1351261517
Category : Computers
Languages : en
Pages : 589
Book Description
Wolfgang Engel’s GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges
GPU Pro 7
Author: Wolfgang Engel
Publisher: CRC Press
ISBN: 1498742548
Category : Computers
Languages : en
Pages : 322
Book Description
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanc
Publisher: CRC Press
ISBN: 1498742548
Category : Computers
Languages : en
Pages : 322
Book Description
The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanc
GPU Pro 2
Author: Wolfgang Engel
Publisher: CRC Press
ISBN: 1439865604
Category : Computers
Languages : en
Pages : 500
Book Description
This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes te
Publisher: CRC Press
ISBN: 1439865604
Category : Computers
Languages : en
Pages : 500
Book Description
This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes te
GPU Zen 2
Author: Wolfgang Engel
Publisher:
ISBN: 9781797583143
Category :
Languages : en
Pages : 304
Book Description
Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU. Rendering (Patrick Cozzi)1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio2. Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong3. Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov4. Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De5. Skinned Decals by Hawar DoghramachiEnvironmental Effects (Wolfgang Engel)1. Real-Time Fluid Simulation in Shadow of the Tomb Raider by Peter Sikachev, Martin Palko and Alexandre Chekroun2. Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by Kevin ÖrtegrenShadows (Maurizio Vives)1. Soft Shadow Approximation for Dappled Light Sources by Mariano Merchante2. Parallax-Corrected Cached Shadow Maps by Pavlo Turchyn3D Engine Design (Wessam Bahnassi)1. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev2. Procedural Stochastic Textures by Tiling and Blending by Thomas Deliot and Eric Heitz3. A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell4. Writing an efficient Vulkan renderer by Arseny Kapoulkine5. glTF - Runtime 3D Asset Delivery by Marco HutterRay Tracing (Anton Kaplanyan)1. Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen2. Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky
Publisher:
ISBN: 9781797583143
Category :
Languages : en
Pages : 304
Book Description
Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU. Rendering (Patrick Cozzi)1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio2. Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong3. Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov4. Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De5. Skinned Decals by Hawar DoghramachiEnvironmental Effects (Wolfgang Engel)1. Real-Time Fluid Simulation in Shadow of the Tomb Raider by Peter Sikachev, Martin Palko and Alexandre Chekroun2. Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by Kevin ÖrtegrenShadows (Maurizio Vives)1. Soft Shadow Approximation for Dappled Light Sources by Mariano Merchante2. Parallax-Corrected Cached Shadow Maps by Pavlo Turchyn3D Engine Design (Wessam Bahnassi)1. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev2. Procedural Stochastic Textures by Tiling and Blending by Thomas Deliot and Eric Heitz3. A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell4. Writing an efficient Vulkan renderer by Arseny Kapoulkine5. glTF - Runtime 3D Asset Delivery by Marco HutterRay Tracing (Anton Kaplanyan)1. Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen2. Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky
Real-Time Rendering
Author: Tomas Akenine-Möller
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046
Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
Publisher: CRC Press
ISBN: 1315362007
Category : Computers
Languages : en
Pages : 1046
Book Description
Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009
GPU Gems 3
Author: Hubert Nguyen
Publisher: Addison-Wesley Professional
ISBN: 9780321515261
Category : Computers
Languages : en
Pages : 942
Book Description
Still more useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.
Publisher: Addison-Wesley Professional
ISBN: 9780321515261
Category : Computers
Languages : en
Pages : 942
Book Description
Still more useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.
GPU Pro 4
Author: Wolfgang Engel
Publisher: CRC Press
ISBN: 1466567449
Category : Computers
Languages : en
Pages : 384
Book Description
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 Vali
Publisher: CRC Press
ISBN: 1466567449
Category : Computers
Languages : en
Pages : 384
Book Description
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 Vali
GPU Gems 2
Author: Matt Pharr
Publisher: Addison-Wesley Professional
ISBN: 9780321335593
Category : Computers
Languages : en
Pages : 814
Book Description
More useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.
Publisher: Addison-Wesley Professional
ISBN: 9780321335593
Category : Computers
Languages : en
Pages : 814
Book Description
More useful techniques, tips, and tricks for harnessing the power of the new generation of powerful GPUs.
Hands-On GPU Programming with Python and CUDA
Author: Dr. Brian Tuomanen
Publisher: Packt Publishing Ltd
ISBN: 1788995228
Category : Computers
Languages : en
Pages : 300
Book Description
Build real-world applications with Python 2.7, CUDA 9, and CUDA 10. We suggest the use of Python 2.7 over Python 3.x, since Python 2.7 has stable support across all the libraries we use in this book. Key FeaturesExpand your background in GPU programming—PyCUDA, scikit-cuda, and NsightEffectively use CUDA libraries such as cuBLAS, cuFFT, and cuSolverApply GPU programming to modern data science applicationsBook Description Hands-On GPU Programming with Python and CUDA hits the ground running: you’ll start by learning how to apply Amdahl’s Law, use a code profiler to identify bottlenecks in your Python code, and set up an appropriate GPU programming environment. You’ll then see how to “query” the GPU’s features and copy arrays of data to and from the GPU’s own memory. As you make your way through the book, you’ll launch code directly onto the GPU and write full blown GPU kernels and device functions in CUDA C. You’ll get to grips with profiling GPU code effectively and fully test and debug your code using Nsight IDE. Next, you’ll explore some of the more well-known NVIDIA libraries, such as cuFFT and cuBLAS. With a solid background in place, you will now apply your new-found knowledge to develop your very own GPU-based deep neural network from scratch. You’ll then explore advanced topics, such as warp shuffling, dynamic parallelism, and PTX assembly. In the final chapter, you’ll see some topics and applications related to GPU programming that you may wish to pursue, including AI, graphics, and blockchain. By the end of this book, you will be able to apply GPU programming to problems related to data science and high-performance computing. What you will learnLaunch GPU code directly from PythonWrite effective and efficient GPU kernels and device functionsUse libraries such as cuFFT, cuBLAS, and cuSolverDebug and profile your code with Nsight and Visual ProfilerApply GPU programming to datascience problemsBuild a GPU-based deep neuralnetwork from scratchExplore advanced GPU hardware features, such as warp shufflingWho this book is for Hands-On GPU Programming with Python and CUDA is for developers and data scientists who want to learn the basics of effective GPU programming to improve performance using Python code. You should have an understanding of first-year college or university-level engineering mathematics and physics, and have some experience with Python as well as in any C-based programming language such as C, C++, Go, or Java.
Publisher: Packt Publishing Ltd
ISBN: 1788995228
Category : Computers
Languages : en
Pages : 300
Book Description
Build real-world applications with Python 2.7, CUDA 9, and CUDA 10. We suggest the use of Python 2.7 over Python 3.x, since Python 2.7 has stable support across all the libraries we use in this book. Key FeaturesExpand your background in GPU programming—PyCUDA, scikit-cuda, and NsightEffectively use CUDA libraries such as cuBLAS, cuFFT, and cuSolverApply GPU programming to modern data science applicationsBook Description Hands-On GPU Programming with Python and CUDA hits the ground running: you’ll start by learning how to apply Amdahl’s Law, use a code profiler to identify bottlenecks in your Python code, and set up an appropriate GPU programming environment. You’ll then see how to “query” the GPU’s features and copy arrays of data to and from the GPU’s own memory. As you make your way through the book, you’ll launch code directly onto the GPU and write full blown GPU kernels and device functions in CUDA C. You’ll get to grips with profiling GPU code effectively and fully test and debug your code using Nsight IDE. Next, you’ll explore some of the more well-known NVIDIA libraries, such as cuFFT and cuBLAS. With a solid background in place, you will now apply your new-found knowledge to develop your very own GPU-based deep neural network from scratch. You’ll then explore advanced topics, such as warp shuffling, dynamic parallelism, and PTX assembly. In the final chapter, you’ll see some topics and applications related to GPU programming that you may wish to pursue, including AI, graphics, and blockchain. By the end of this book, you will be able to apply GPU programming to problems related to data science and high-performance computing. What you will learnLaunch GPU code directly from PythonWrite effective and efficient GPU kernels and device functionsUse libraries such as cuFFT, cuBLAS, and cuSolverDebug and profile your code with Nsight and Visual ProfilerApply GPU programming to datascience problemsBuild a GPU-based deep neuralnetwork from scratchExplore advanced GPU hardware features, such as warp shufflingWho this book is for Hands-On GPU Programming with Python and CUDA is for developers and data scientists who want to learn the basics of effective GPU programming to improve performance using Python code. You should have an understanding of first-year college or university-level engineering mathematics and physics, and have some experience with Python as well as in any C-based programming language such as C, C++, Go, or Java.