GPU Pro

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3D engine architecture
advanced GPU programming techniques
Alpha Blend
Alpha Channel
Ambient Occlusion
Category=UMK
Category=UML
Draw Calls
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Fragment Shading
game developing
Geometry Shader
global illumination methods
GPGPU computation
GPU Implementation
GPU Memory
graphics programming
Int
interactive & multimedia
mathematical modelling graphics
Mipmap Level
mobile graphics development
OpenGL ES
Pixel Shader
real-time graphics programming
Render Target
RGB
RGB Value
Screen Space
Screen Space Ambient Occlusion
Shadow Map
Silhouette Edge
Soft Shadows
Subsurface Scattering
Texture Coordinates
Vertex Shader
Virtual Texture
Voxel Map
Wolfgang Engel

Product details

  • ISBN 9781568814728
  • Weight: 1540g
  • Dimensions: 191 x 235mm
  • Publication Date: 14 Jun 2010
  • Publisher: Taylor & Francis Inc
  • Publication City/Country: US
  • Product Form: Hardback
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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.

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.