GPU Gems
The book is intended for an audience already familiar with programmable GPUs and high-level shading languages and is divided into six parts that concentrate on particular domains of graphics programming. Each part contains between five andd nine chapters, with the entire book containing a total of 42 chapters. Each chapter was written by a different renowned expert(s) from a gaming company, tool developer, film studio, or the academic community. About half of the contributors are from NVIDIA's Developer Technology group. The chapters focus on effects and techniques that help developers to get the most out of current programmable graphics hardware. With approximately twenty pages per chapter, the contributors are able to describe various effects and techniques in-depth, as well as delve into the required mathematics.
All the shaders in the book are written in the high-level shading languages Cg and HLSL. The demo programs on the CD-ROM that accompanies the book use both Direct3D and OpenGL as graphics API, depending on the authors' preferences. Even though the shaders are in Cg and HLSL, it should be fairly straightforward for OpenGL programmers who might prefer to use the recently released OpenGL Shading Language to port the shaders, as the syntax is very similar.
The first part of the book deals with natural effects and contains chapters on rendering realistic water surfaces, water caustics, flames, and grass. Two chapters look behind the scenes of NVIDIA's Dawn demo, which shows a dancing fairy with realistically lit skin. There is also a chapter on Perlin noise (improved version) and its implementation on GPUs that was written by Ken Perlin himself.
The second part of the book concentrates on lighting and shadows. There are chapters from people at Pixar Animation Studios that describe some of the lighting and shadow techniques used in their computer-generated movie productions, as well as a chapter on managing visibility for per-pixel lighting. In the shadow department, the two predominant ways of rendering shadows in real-time, shadow mapping and shadow volumes, are discussed with possible optimizations and improvements. The chapter by Simon Kozlov on methods to improve perspective shadow maps presents some especially interesting new material on the topic.
The third part of the book covers materials and contains chapters on subsurface scattering, ambient occlusion, image-based lighting, spatial BRDFs, and how to use them efficiently in real-time, while part four describes various techniques for image processing (being used more frequently in computer games), mostly in the form of post-processing filters. The chapters presented in this section deal with various depth-of-field techniques, a number of filtering techniques using shaders, and the real-time glow effect seen in many of the newer games (especially in Tron 2.0). Not surprisingly, one of the authors of this chapter is John O'Rorke from Monolith Productions, a developer of the game. Contributors from Industrial Light & Magic introduce the OpenEXR file format used for storing high-dynamic-range image files (see openexr.org).
Part five, titled "Perfomance and Practicalities," is a collection of chapters that deal more with software engineering aspects of developing software that uses shaders. In particular, there are chapters on optimizing performance and detecting bottlenecks, using occlusion queries efficiently, integrating shaders into applications and content creation packages (in particular Cinema4D), and how to develop shaders using NVIDIA's FX Composer tool. There is also an interesting chapter on converting shaders written in the RenderMan shading language, a language for offline rendering, to real-time shaders. The chapter uses a fur shader from the movie "Stuart Little" to demonstrate this conversion. With the large increase of GPU processing power, more shaders from the offline rendering world will enter the realm of real-time graphics and it will be useful to re-use already existing resources, such as RenderMan shaders.
The final part of the book deals with a topic that has recently received a lot of attention by graphics researchers - a topic called General Purpose GPU or GPGPU programming, i.e. using the GPU for other things than rendering triangles. This part comprises chapters on performing computations, in particular fluid dynamics, on the GPU, chapters on volume rendering, and a nice chapter on generating stereograms on the GPU. As a side note, there is a website that deals exclusively with news in the GPGPU community at gpgpu.org.
The book contains a many images that show the presented effects in action, and also plenty of diagrams and illustrations that explain more complicated techniques in detail. Unlike Randima Fernando's previously released book, The Cg Tutorial, which I have also reviewed in the past on Slashdot, the book and all of its illustrations and images are printed entirely in color. The large number and high quality of the illustrations is probably one of the best features of this book that makes even the more advanced effects easily comprehensible.
The book comes with a CD-ROM that contains sample applications for most of the chapters in the book. Some of these applications include the full source code, whereas others, such as NVIDIA's Dawn demo (also described in some of the book's chapters), are included as executables only. It must be noted that all applications run exclusively on Windows, even though some of the samples that are available in source code form and use OpenGL could probably be built to run on other operating systems as well. Furthermore, about half of the samples require what Fernando and Kilgard in The Cg Tutorial call a fourth-generation graphics card to run, in particular, an NVIDIA GeForceFX card. Note that most samples that require a GeforceFX will not run on comparable ATI hardware. This comes as no surprise since GPU Gems is predominantly an NVIDIA book. It should be noted, however, that the techniques, effects, and shaders presented in the book's text are generally applicable to programmable GPUs and are equally useful when working with graphics hardware from vendors other than NVIDIA.
This is a great book that every programmer involved in game development and/or real-time computer graphics should have on his/her shelf. For the game programmer it is critical to stay up-to-date with the latest and greatest effects available with modern GPUs in order to remain competitive when creating the gaming experience. For the graphics developer, it is interesting to see how the immense processing power of current graphics hardware can be exploited in graphics applications. This book offers insight on both of these topics and more, and I highly recommend it.
A few notes from reader Akalgonov: Reader akalgonov contributes a few more thoughts on the book:
"The sample programs and demos require shader support, Cg, OpenGL, or the latest version of DirectX to run. On the plus side, the majority of the companion topics included pre-compiled binaries (but not the runtime dynamic link libraries) or an AVI illustrating the subject in addition to the source code. While the CD contains over 600 MB of examples from the text, it provided only 23 of the 42 topics covered in the book. Since most of the articles provide an overview and references to a topic, additional material on the CD would have been beneficial.
I found the wide range of subjects quite interesting - and was refreshed that the topics actually seemed "ahead of the curve" in terms of hardware requirements. However in order to provide more subject depth, it seemed that the text could have been split into two volumes in order to expand the existing chapters with sufficient depth. As the material is just enough to get one started, the subject treatment may disappoint some readers seeking to apply the clever and unique techniques presented in the book directly or those hoping to use the book as an opportunity to learn some of the advanced features provided in a programming graphical processing unit."
Martin Ecker has been involved in real-time graphics programming for more than 9 years and works as a games developer for arcade games, and works on the open source project XEngine. You can purchase GPU Gems -- Programming Techniques, Tips, and Tricks for Real-Time Graphics from bn.com. Slashdot welcomes readers' book reviews -- to see your own review here, read the book review guidelines, then visit the submission page.
And here I thought this was about making jewelry out of your old video card.
"Have you ever thought about just turning off the TV, sitting down with your kids, and hitting them?"
no wonder high end cards are expensive!
Get it cheaper here
Evolution or ID?
Call me when NVidia and ATI open up their specs so I can finally code that real time raytracing engine I've been dreaming of. Otherwise, you're just tweaking OpenGL or DirectX until the cows come home.
Actually, I'm a bit surprised that the big names haven't started looking at raytracing. Sure, it has a reputation for being slow, but graphics technology has grown by leaps and bounds. Combined with about 5 billion caching and approximation tricks, and the fact that ray tracing is a highly parallel operation, I'm thinking that we should already have games that are raytraced.
Javascript + Nintendo DSi = DSiCade
...if only to give an appreciation for how hard it is to write 3D games/engines these days. An article on A* will start off with a paragraph or two saying "of course you know A*, and you've read the three papers on A* optimizations, so here's a fourth optimization you may not have seen before".
A lot of the articles are practical, too, if you're working in the field. When I was fiddling with some fuzzy logic stuff the articles from Game Programming Gems II was very helpful.
The Army reading list
There is also a chapter on Perlin noise (improved version) and its implementation on GPUs that was written by Ken Perlin himself.
Wow.. there's a person behind Perlin noise? I always thought it was a random noise generator based on the chaos found in Perl programs. Thus, the noise was generated by an http client that has "gone perlin'" -- which means to crawl the web in search of arbitrary bits of Perl.
who knew!?
I love how shaders have taken a very hard step and made it into a much easier step. I can tell you about the days before shaders, and doing something like fur was just unthinkable. Now, thanks to Pixar, et al. you can practically make a whole character from a shader, and not ever have to make anything but spheres with cylinders sticking out of them. I am actually anxious to see what happens when any shader can be a real-time shader!
stuff |
If you're interested in thsi stuff, also check out Real Time Rendering by Tomas Moller and Eric Haines. It's one of my favorites and contains an amazing amount of information..
And don't even get me started on the clear, crisp sounds of the SID chip!
The CB App. What's your 20?
That's got to be the worst joke I've heard on /. in a loooong time.
This post reminds me of a question that I haven't thought about since High School. I was taking programming classes right around the time I was discovering the gaming phenomenon. The dizzying pace of hardware evolution at the time (still going strong as ever many would say) prompt me to ask my computer teacher if computer video hardware was designed in such a way that when graphics were not being processed, the GPU could be used for general number crunching. In other words, if it is possible to do load balancing between the GPU and the CPU. I seemed to recall reading something (possibly on /.) about someone investigating this exact thing I was wondering about so long ago. I should probably STFW, but if someone could point me in the proper direction, I would be as grateful as anyone would to have a long-irritated itch finaly scratched.
Stay sentient. Don't drink bad milk.
http://graphics.stanford.edu/papers/rtongfxi s/
http://graphics.stanford.edu/papers/tpurcell_thes
http://graphics.stanford.edu/papers/photongfx
(And not a karma whore in sight.)
can someone just write an 80386 instruction set emulator for my nvidia graphics card so I can have a dual proc x86 system?
lol... Why did they bother to use Cg at all? Could it be because nVidia is putting this book out? Some conflict of interest? Hehe. There are books on HLSL and OSL that are more valuable than this one.
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(Math correction: 1ray per pixel would be 500x500 pixels at 4fps.)
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Or, at least you're wrong about modern programmable GPUs; you might have been right about the first generations of 3D cards.
See this paper for some examples which not only use the GPU simultaneously for graphics and number crunching, but which use the graphics to give real-time output of computational fluid results.
The only remaining problem I remember is that the bandwidth to current video cards is very asymmetric, which is fine for video games that just push a lot of data to the video card but not so good for numerical physics that also wants to ask for a lot of data back. I think at least one of the new PCI-Extended/Express/X/whatever standards is supposed to fix this.
Try GPGPU.org - "General-Purpose Computation Using Graphics Hardware". Useful clearinghouse for this sort of thing.
Why does everyone insist on considering Amazon and B&N to be the only online bookstores? I have news for you folks: it's almost always cheaper to go to AddAll or BookPool and get a book cheaper including shipping than Amazon and B&N.
In the case of this book, I've taken the liberty of making your life easier by providing you with urls which will take you directly to the price list for the book. For future reference: AddAll is a shopping 'bot, looking at thirty-six stores. AddAll Results and BookPool
Now, if you insist upon paying Amazon and B&N prices, let me know. You can PayPal the money to me and I'll order the book for you from AddAll or BookPool and have it shipped to you. (Of course, I'll keep the difference. After all, you were willing to pay the extra price!) If you're willing to waste your money, I'd rather collect the waste than Amazon or B&N.
p.s. Remember this the next time you see someone post a message saying, "it's -this price- at Amazon!"
p.p.s.
Here's the listing from Froogle (just in case you haven't used it yet)
Alternatively, if you've got a PCI video card around, put it in your fast machine as a second monitor.
Bill Stewart
New Fast-Compression-only CPR http://preview.tinyurl.com/dy575ks
You hit the Umber Hulk -more-
His pixels shimmer gracefully -more-
The Umber Hulk hits -more-
You die -more-
You leave a good-looking corpse
Bill Stewart
New Fast-Compression-only CPR http://preview.tinyurl.com/dy575ks
Cheka gems, NKVD gems, MVD gems and KGB gems.
Cue "in Soviet Russia" jokes...
"How to Do Nothing," kids activities, back in print!
Dupe!
Of course, you can find it dude, it's right here or here.
Ken Perlin actually sang a song at SIGGRAPH 2002 before he presented his "Improving Noise" paper, and didn't even fail to be funny, sadly I can't find the text anymore, but it was hillarious. This guy manages to bring technical stuff to a tired audience and getting the whole crowd to laugh with his witty lyrics, on the subject of something as interesting as noise.
Ken Perlin is also the guy who has brought together much of the talent that is responsible for the ongoing success of Pixar. I guess you could say he has a no(i)se for noise that makes the difference.
With great power comes great electricity bills.