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Programming Massively Parallel Processors: A Hands-on Approach
Multi-core processors are no longer the future of computing-they are the present day reality. A typical mass-produced CPU features multiple processor cores, while a GPU (Graphics Processing Unit) may have hundreds or even thousands of cores. With the rise of multi-core architectures has come the need to teach advanced programmers a new and essential skill: how to program massively parallel processors.
Programming Massively Parallel Processors: A Hands-on Approach shows both student and professional alike the basic concepts of parallel programming and GPU architecture. Various techniques for constructing parallel programs are explored in detail. Case studies demonstrate the development process, which begins with computational thinking and ends with effective and efficient parallel programs.
OpenCL Programming Guide
Using the new OpenCL (Open Computing Language) standard, you can write applications that access all available programming resources: CPUs, GPUs, and other processors such as DSPs and the Cell/B.E. processor. Already implemented by Apple, AMD, Intel, IBM, NVIDIA, and other leaders, OpenCL has outstanding potential for PCs, servers, handheld/embedded devices, high performance computing, and even cloud systems. This is the first comprehensive, authoritative, and practical guide to OpenCL 1.1 specifically for working developers and software architects.
Heterogeneous Computing with OpenCL
Heterogeneous Computing with OpenCL teaches OpenCL and parallel programming for complex systems that may include a variety of device architectures: multi-core CPUs, GPUs, and fully-integrated Accelerated Processing Units (APUs) such as AMD Fusion technology. Designed to work on multiple platforms and with wide industry support, OpenCL will help you more effectively program for a heterogeneous future.
OpenGL ESによる 3Dグラフィックスプログラミング入門 固定機能パイプライン
読者の皆さまへ
クロノス・グループ(The Khronos Group)は、ソフトウエアデベロッパ向けに最先端のグラフィックス性能を最大限活用可能とする、オープンでロイヤリティ無料なAPIの仕様策定を行っています。クロノス・グループには、世界中から業界を代表する企業が会員として参画し、新たな市場創造やその拡大に貢献するAPIの仕様策定作業に取り組んでいます。デスクトップ向けAPIのOpenGLをはじめ、OpenGL ESおよびWebGLといったクロノス・グループが現在仕様策定している各APIは、デスクトップからモバイル、さらにはWebブラウザまで一貫して先進の3Dグラフィックス機能をユーザにもたらす、重要な役割を果たしています。
高度な3Dグラフィックスユーザインターフェースの活用や、多彩なコンテンツを表示するために、携帯電話はじめ多くの携帯デバイスは、その高機能化が加速しています。OpenGL ESは、3D機能に対応した携帯デバイスの多くに採用されている3DグラフィックスAPIであり、また世界で最も多くの製品や市場で幅広く使用されているAPIでもあります。 この書籍を執筆した株式会社ディジタルメディアプロフェッショナル(DMP)は、クロノス・グループの有力会員企業の1社として、長年にわたりOpenGL ESの仕様策定作業に深く関わっています。現在、OpenGL ESに準拠した業界最先端のグラフィックスチップを開発・販売しているほか、日本国内唯一となるクロノス・グループ認定OpenGL ESトレーニングコースを開催しており、OpenGL ESに関するその専門知識と経験は高く評価されています。 OpenGL ESへの理解を深める最適なテキストである本書『OpenGL ESによる3Dグラフィックスプログラミング入門』が、皆さまにとって急速に拡大するビジネス環境の中で、誰もが驚くようなリッチグラフィックス経験を生み出す製品や技術の開発に必要な洞察力をもたらす、「始まり」の1冊となることを期待しています。
OpenGL ES 2.0のための GLSL/GLSL ESプログラミング入門
本書はOpenGL ES 1.1によるプログラミングの入門書である『OpenGL ESによる3Dグラフィックスプログラミング入門』の続編にあたり、OpenGL ES 2.0でプログラマブルシェーダのプログラミングを始められる方のための入門書です。
第I部では、特定のプラットフォームには依存しない内容を中心に解説していますが、最も身近にあるであろうWindows環境で学習ができないかと考え、OpenGL ES 2.0のGLSL ES 1.00のもとになったデスクトップ向けのOpenGL 2.0のGLSL 1.10を学習環境に選びました。OpenGL 2.0(GLSL 1.10)にはOpenGL ES 2.0(GLSL ES 1.00)に含まれないより多くの便利な機能を持っており、最初はこれらの機能を用いることで、シェーダプログラミングの敷居を低くすることができるためです。GLSL 1.10の解説の後に、GLSL 1.10とGLSL ES 1.00の違いを解説しています。
読者の方には、遠回りに感じるかもしれませんが、OpenGL 2.0(GLSL 1.10)を学習することで結果的にはOpenGL ES 2.0(GLSL ES 1.00)の理解を深めることにつながると考えています。
第II部は、第I部とは趣が異なり、コンピュータグラフィックスの歴史から始まり、3Dグラフィックス処理やS3TC、ETCといったテクスチャ圧縮技術、立体ディスプレイ、GPGPU、OpenCLなどの概要について解説しています。
The OpenCL Programming Book
The book starts with the basics of parallelization, covers the main concepts, grammar, and setting up a development environment for OpenCL, concluding with source-code walkthroughs of the FFT and Mersenne Twister algorithms written in OpenCL. This book is highly recommended for those wishing to get started on programming in OpenCL.
OpenGL - Uma Abordagem Prática e Objetiva
This is an introductory book, where Computer Graphics concepts are addressed in a practical way, linking theory and code samples. Knowledge of C/C++ is recommended, although the book also covers the use of OpenGL in Java, C# and Python. Topics include 2D/3D modeling, geometric transformations navigation in virtual environments, lighting, transparency, texture mapping, optimization, introduction to OpenGL Shading Language.
Este é um livro introdutório, onde os principais conceitos básicos de Computação Gráfica, são abordados de uma forma objetiva, unindo teoria e exemplos práticos. Conhecimento da linguagem C/C++ é recomendado, mas o livro também aborda o uso de OpenGL em Java, C# e Python. Tópicos incluem modelagem 2D/3D, transformações geométricas, navegação em ambientes virtuais, iluminação, transparência, mapeamento de textura, otimização, introdução à OpenGL Shading Language.
Graphics Shaders - Theory and Practice
Programmable graphics shaders, programs that can be downloaded to a graphics processor (GPU) to carry out operations outside the fixed-function pipeline of earlier standards, have become a key feature of computer graphics. This book is designed to open computer graphics shader programming to the student, whether in a traditional class or on their own. It will complement texts based on fixed-function graphics APIs, specifically OpenGL. It introduces shader programming in general, and specifically the GLSL shader language. It also introduces a flexible, easy-to-use tool, glman, that helps you develop, test, and tune shaders outside an application that would use them.
The book is available from Amazon and from A.K.Peters directly.
Programming the Cell Processor: For Games, Graphics, and Computation
IBM’s Cell processor delivers truly stunning computational power: enough to satisfy even the most demanding gamers and graphics developers. That’s why Sony chose the Cell to drive its breakthrough PlayStation 3 and why Cell processors are at the heart of today’s most powerful supercomputers. But many developers have struggled to create high-performance Cell applications: the practical, coherent information they need simply hasn’t existed.
Programming the Cell Processor solves that problem once and for all. Whether you’re a game developer, graphics programmer, or engineer, Matthew Scarpino shows you how to create applications that leverage all the Cell’s extraordinary power. Scarpino covers everything from the Cell’s advanced architecture to its powerful tools and libraries, presenting realistic code examples that help you gain an increasingly deep and intuitive understanding of Cell development.
OpenGL(R) Shading Language (2nd Edition)
OpenGL® Shading Language, Second Edition, extensively updated for OpenGL 2.0, is the experienced application programmer’s guide to writing shaders. Part reference, part tutorial, this book thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware and the additions to the OpenGL API that support this programmability. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit.
OpenGL(R) SuperBible: Comprehensive Tutorial and Reference (4th Edition)
OpenGL ® SuperBible, Fourth Edition, begins by illuminating the core techniques of “classic” OpenGL graphics programming, from drawing in space to geometric transformations, from lighting to texture mapping. The authors cover newer OpenGL capabilities, including OpenGL 2.1’s powerful programmable pipeline, vertex and fragment shaders, and advanced buffers. They also present thorough, up-to-date introductions to OpenGL implementations on multiple platforms, including Windows, Mac OS X, GNU/Linux, UNIX, and embedded systems.
OpenGL® Programming on Mac OS® X: Architecture, Performance, and Integration
The Mac has fully embraced OpenGL throughout its visual systems. In fact, Apple's highly efficient, modern OpenGL implementation makes Mac OS X one of today's best platforms for OpenGL development. OpenGL® Programming on Mac OS® X is the first comprehensive resource for every graphics programmer who wants to create, port, or optimize OpenGL applications for this high-volume platform.
Leading OpenGL experts Robert Kuehne and J. D. Sullivan thoroughly explain the Mac's diverse OpenGL APIs, both old and new. They illuminate crucial OpenGL setup, configuration, and performance issues that are unique to the Mac platform. Next, they offer practical, start-to-finish guidance for integrating key Mac-native APIs with OpenGL, and leveraging the full power of the Mac platform in your graphics applications.
OpenGL(r) ES 2.0 Programming Guide
In the OpenGL(r) ES 2.0 Programming Guide, three leading authorities on the Open GL ES 2.0 interface-including the specification’s editor-provide start-to-finish guidance for maximizing the interface’s value in a wide range of high-performance applications. The authors cover the entire API, including Khronos-ratified extensions. Using detailed C-based code examples, they demonstrate how to set up and program every aspect of the graphics pipeline. You’ll move from introductory techniques all the way to advanced per-pixel lighting, particle systems, and performance optimization.
Game Programming Tricks of the Trade
Game Programming Tricks of the Trade” is a compilation of techniques from today’s leading game programmers. Beginners will get started with invaluable tips, while intermediate game programmers can use these tricks to take their skills to the next level. There are even articles for advanced programmers who are looking for new and amazing effects to incorporate in their games. This book covers many exciting topics including Artificial Intelligence and multiplayer game programming. Plus, the tricks taught are a combination of OpenGL and DirectX to provide something for everyone!
Mobile 3D Graphics: with OpenGL ES and M3G
Shows readers how to create 3D graphics on cell phones, portable game players and other mobile devices. The exploding popularity of mobile computing is undeniable. From cell phones to portable gaming systems, the global demand for multifunctional mobile devices is driving amazing hardware and software developments. 3D graphics are becoming an integral part of these ubiquitous devices, and as a result, Mobile 3D Graphics is arguably the most rapidly advancing area of the computer graphics discipline.
Advanced Graphics Programming Using OpenGL
This book is about graphics techniques that dont require esoteric hardware or custom graphics libraries, and that are written in a comprehensible style and do useful things. It is relevant to both OpenGL and OpenGL ES. Sophisticated and novel programming techniques are implemented in C using the OpenGL library, including: coverage of color and lighting; texture mapping; blending and compositing; antialiasing; image processing; special effects; natural phenomena; artistic and non-photorealistic techniques, and many others.
OpenGL ES Game Development
An in-depth look into the OpenGL ES standard and what the new embedded systems graphics library will provide for game developers. It covers OpenGL ES, EGL, game development, and platforms that are currently available. It also covers the problems involved in mobile game development with OpenGL ES and includes an overview of fixed point math and other areas of cell phone limitations that must be considered before creating mobile games.
COLLADA: Sailing the Gulf of 3D Digital Content Creation book
This book explains in detail how to use the COLLADA technology in a project utilizing 3D assets, and ultimately how to create an effective content creation pipeline for the most complex development.
It was created as a guide to the COLLADA 1.4 specification with the goal of providing readers with all the information that will help them understand the concepts, learn how the technology is already implemented by various tools, and provide guidance for using COLLADA in their applications.
The book will be useful for content developers interested in exchanging data between several tools, application developers planning to take advantage of COLLADA in their tool chain and tool providers wanting to add COLLADA compatibility.
Mobile 3D Graphics
Mobile 3D Graphics offers an in-depth look at OpenGL ES and teaches fundamental 3D mobile graphics programming with standard APIs. It covers the basic and advanced application program interfaces behind the major wireless and mobile devices supporting 3D graphics applications. It includes: a comprehensive explanation of 3D mobile graphics programming; an extensive range of OpenGL ES code samples; and examples of combining 3D and 2D mobile graphics methods.



















