Buy Used
£22.40
+ £0.00 UK delivery
Used: Good | Details
Sold by ThriftBooks-USA
Condition: Used: Good
Comment: All items ship from the USA.  Arrival time is usually 2-3 weeks. Light shelf wear and minimal interior marks. Spend Less. Read More. Your satisfaction is guaranteed.
Have one to sell?
Flip to back Flip to front
Listen Playing... Paused   You're listening to a sample of the Audible audio edition.
Learn more
See all 2 images

GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation Hardcover – 3 Mar 2005

4.0 out of 5 stars 2 customer reviews

See all formats and editions Hide other formats and editions
Amazon Price
New from Used from
Hardcover
£98.59 £19.60
click to open popover


What other items do customers buy after viewing this item?

Enter your mobile number or email address below and we'll send you a link to download the free Kindle App. Then you can start reading Kindle books on your smartphone, tablet, or computer - no Kindle device required.

  • Apple
  • Android
  • Windows Phone

To get the free app, enter your mobile phone number.



Product details

  • Hardcover: 880 pages
  • Publisher: Addison Wesley; Har/Cdr edition (3 Mar. 2005)
  • Language: English
  • ISBN-10: 0321335597
  • ISBN-13: 978-0321335593
  • Product Dimensions: 19.4 x 4.1 x 24.1 cm
  • Average Customer Review: 4.0 out of 5 stars 2 customer reviews
  • Amazon Bestsellers Rank: 1,143,196 in Books (See Top 100 in Books)
  • Would you like to tell us about a lower price?
    If you are a seller for this product, would you like to suggest updates through seller support?

  • See Complete Table of Contents

Product description

From the Back Cover

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 Universität 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.



About the Author

Matt Pharr is a software engineer at NVIDIA. Matt is also the coauthor of the book Physically Based Rendering: From Theory to Implementation (Morgan Kaufmann, 2004).

Randima (Randy) Fernando is Manager of Developer Education at NVIDIA.




Customer reviews

4.0 out of 5 stars
Share your thoughts with other customers
See all 2 customer reviews

Top customer reviews

VINE VOICEon 6 August 2008
Format: Hardcover|Verified Purchase
0Comment| One person found this helpful. Was this review helpful to you?YesNoReport abuse
on 14 January 2011
Format: Hardcover
0Comment|Was this review helpful to you?YesNoReport abuse

Most helpful customer reviews on Amazon.com

Amazon.com: 4.2 out of 5 stars 8 reviews
5.0 out of 5 starsUseful book
on 22 May 2013 - Published on Amazon.com
Format: Hardcover|Verified Purchase
25 people found this helpful.
4.0 out of 5 starsA Focus on Hardware Optimization
on 31 May 2005 - Published on Amazon.com
Format: Hardcover
8 people found this helpful.
5.0 out of 5 starsExcellent Second Book in the GPU Gems Series
on 20 December 2005 - Published on Amazon.com
Format: Hardcover
Pages with related products. See and discover other items: paint for wood, waterproof material, waterproof sealant, wood art, wood glue strong, adhesive and glue

Where's My Stuff?

Delivery and Returns

Need Help?