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GPU Pro: Advanced Rendering Techniques

Product ID : 18035410


Galleon Product ID 18035410
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About GPU Pro: Advanced Rendering Techniques

Product Description This book covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume covers advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices, especially the iPhone and iPod touch. Example programs and source code can be downloaded from the book's CRC Press web page.  Review Any professional programmer in the field will find something of interest in this volume. I'm thrilled to see that this collection is in color-it's about time! A wide range of topics are covered, from global illumination to image processing to mobile devices. I particularly like the fact that the book doesn't go the scholarly researcher route; the articles are written in a straightforward way to help with implementation of the idea, and code is often provided.―Eric Haines, February 2010, co-author of Real-Time Rendering I recently started reading GPU Pro and it is outstanding! I love the full color and syntax highlighting!―Patrick Cozzi, Virtual Globe and Terrain Rendering blog, June 2010 From the Back Cover This first book in the new GPU Pro series covers essential tools and techniques for programming the graphics processing unit. Brought to you by Wolfgang Engel and the same team of editors who made the ShaderX series a success, this volume will cover advanced rendering techniques, engine design, GPGPU techniques, related mathematical techniques, and game postmortems. A special emphasis is placed on handheld programming to account for the increased importance of graphics on mobile devices, especially the iPhone and iPod touch. About the Author Wolfgang Engel is the CTO & Co-Founder of Confetti Special Effects Inc. He worked for more than four years in Rockstar's core technology group as the lead graphics programmer. He is the editor of the ShaderX books, the author of several other books, and loves to talk about graphics programming. He is also a MVP DirectX since July 2006 and is active in several advisory boards in the industry.