GPU Pro : Advanced Rendering Techniques

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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.
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Product details

  • Hardback | 742 pages
  • 187.96 x 236.22 x 33.02mm | 1,315.41g
  • Taylor & Francis Inc
  • A K Peters
  • Natick, United States
  • English
  • col. Illustrations
  • 1568814720
  • 9781568814728
  • 484,189

Table of contents

MATHEMATICS, Sam MartinGPU Color Quantization, Chi Sing Leung, Tze-Vui Ho, and Vi XiaoVisualize Your Shadow Map Techniques, Fan Zhang, Chong Zhao, and Adrian Egli

GEOMETRY MANIPULATION, Natalya TatarchukAs Simple as Possible Tessellation for Interactive Applications, Tamy BoubekeurRule-Based Geometry Synthesis in Real-Time, Milan Magdics and Gergely KlarGPU-Based NURBS Geometry Evaluation and Rendering, Graham HemingwayPolygonal-Functional Hybrids for Computer Animation and Games, D. Kravtsov, O. Fryazinov, V. Adzhiev, A. Pasko, and P. Comninos

RENDERING TECHNIQUES, Wessam BahnassiQuadtree Displacement Mapping with Height Blending, Michal DrobotNPR Effects Using the Geometry Shader, Pedro Hermosilla and Pere-Pau VazquezAlpha Blending as a Post-Process, Benjamin HathawayVirtual Texture Mapping, Matthaus G. Chajdas, Christian Eisenacher, Marc Stamminger, and Sylvain Lefebvre

GLOBAL ILLUMINATION, Carsten DachsbacherFast, Stencil-Based Multiresolution Splatting for Indirect Illumination, Chris Wyman, Greg Nichols, and Jeremy ShopfScreen-Space Directional Occlusion, Thorsten Grosch and Tobias RitschelReal-Time Multi-Bounce Ray-Tracing with Geometry Impostors, Peter Dancsik and Laszlo Szecsi

IMAGE SPACE, Christopher OatAnisotropic Kuwahara Filtering on the GPU, Jan Eric Kyprianidis, Henry Kang, and Jiirgen DollnerEdge Anti-Aliasing by Post-Processing, Hugh MalanEnvironment Mapping with Floyd-Steinberg Halftoning, Laszlo Szirmay-Kalos, Laszlo Szecsi, and Anton PenzovHierarchical Item Buffers for Granular Occlusion Culling, Thomas Engelhardt and Carsten DachsbacherRealistic Depth of Field in Postproduction, David Illes and Peter HorvathReal-Time Screen Space Cloud Lighting, Kaori KubotaScreen-Space Subsurface Scattering, Jorge Jimenez and Diego Gutierrez

HANDHELD DEVICES, Kristof BeetsMigration to OpenGL ES 2.0, Ken CatterallTouchscreen-Based User Interaction, Andrea BizzottoiPhone 3GS Graphics Development and Optimization Strategies, Andrew SeniorOptimizing a 3D UI Engine for Mobile Devices, Hyunwoo Ki

SHADOWS, Wolfgang EngelFast Conventional Shadow Filtering, Holger GruenHybrid Min/Max Plane-Based Shadow Maps, Holger GruenShadow Mapping for Omnidirectional Light Using Tetrahedron Mapping, Hung-Chien LiaoScreen Space Soft Shadows, Jesus Gumbau, Miguel Chover, and Mateu Sbert

3D ENGINE DESIGN, Wolfgang EngelMulti-Fragment Effects on the GPU Using Bucket Sort, Meng-Cheng Huang, Fang Liu, Xue-Hui Liu, and En-Hua WuParallelized Light Pre-Pass Rendering with the Cell Broadband Engine, Steven Tovey and Stephen McAuleyPorting Code between Direct3D9 and OpenGL 2.0, Wojciech SternaPractical Thread Rendering for DirectX 9, David Pangerl

GAME POSTMORTEMS, Matthias WlokaStylized Rendering in Spore, Shalin Shodhan and Andrew WillmottRendering Techniques in Call of Juarez: Bound in Blood, Pawel Rohleder and Maciej JamrozikMaking it Large, Beautiful, Fast, and Consistent: Lessons Learned Developing Just Cause 2, Emil PerssonDestructible Volumetric Terrain, Marek Rosa

BEYOND PIXELS AND TRIANGLES, Sebastien St-LaurentParallelized Implementation of Universal Visual Computer, Tze-Yui Ho, Ping-Man Lam, and Chi-Sing LeungAccelerating Virtual Texturing Using CUDA, Charles-Frederik Hollemeersch, Bart Pieters, Peter Lambert, and Rik Van de WalleEfficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels, Cyril Crassin, Fabrice Neyret, Miguel Sainz, and Elmar EisemannSpatial Binning on the GPU, Christopher Oat, Joshua Barczak, and Jeremy ShopfReal-Time Interaction between Particles and the Dynamic Mesh on the GPU, Vlad Alexandrov
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Review quote

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
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About Wolfgang Engel

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.
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