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NVIDIA GPU Gems 3 Call for Participation
Posted by
timothy
on Fri Oct 13, 2006 08:39 AM
from the no-cheating-by-using-other-acronyms dept.
from the no-cheating-by-using-other-acronyms dept.
H. writes "Following the success of GPU Gems and GPU Gems 2, NVIDIA has decided to produce a third GPU Gems volume to showcase the best new ideas and techniques for the latest programmable GPUs. If you would like to contribute to the GPU Gems series, please read the submission guidelines. The deadline for proposal submissions is Monday, December 11, 2006. If your proposal is accepted, you will receive additional time to complete the chapter." (Here are the participation guidelines.)
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News: GPU Gems 116 comments
Martin Ecker writes "Following other entrants in the successful series of graphics and game programming-related "Gems" books, Randima Fernando of NVIDIA has recently released GPU Gems - Programming Techniques, Tips, and Tricks for Real-Time Graphics through Addison- Wesley. As the title indicates, GPU Gems contains a collection of tips and tricks for real-time graphics programming with graphics processing units (GPUs) that are found on modern graphics adapters." Read on for the rest of Ecker's review, and for a few more notes on the book.
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News: GPU Gems 2 70 comments
Martin Ecker writes "Following up on last year's first installment of the "GPU Gems" book series, NVIDIA has recently finished work on the second book in the series titled GPU Gems 2 - Programming Techniques for High-Performance Graphics and General-Purpose Computation, published by Addison-Wesley. Just like the first book, GPU Gems 2 is a collection of articles by various authors from game development companies, academia, and tool developers on advanced techniques for programming graphics processing units (or GPUs for short). It is aimed at intermediate to advanced graphics developers that are familiar with the most common graphics APIs - in particular OpenGL and Direct3D - and high-level shading languages, such as GLSL, HLSL, or Cg. The reader should also be proficient in C++. As with GPU Gems, GPU Gems 2 is not for beginners. For professional graphics and game developers, however, it is an excellent collection of interesting techniques, tips, and tricks." Read on for Ecker's review.
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Posting 101 (Score:1, Insightful)
Re:Posting 101 (Score:4, Informative)
True enough.
Not really, gems in this sense is used to mean something small that is of value. It's a common term, like: She's a gem of a daughter. Since the book if full of example programs for the shader unit in a GPU, GPU Gems is a good title, and not a worse title than most new books now-a-days anyway.
And in case anyone is wondering, the shader unit is a mathematical unit in GPUs that are usually used to 'shade' a scene, meaning to translate a 3d model into a meaningful 2d representation. Shader units can also be used for other tasks, such as physics, because of their ability to do floating point calculations en masse quickly.\ I hope that helps clear things up.
Parent
Re: (Score:3, Funny)
This may just be a personal pet peeve, but this is news for nerds. Do you not know who nVidia is? Do you really not know what a GPU is? And for that matter, do you really not know what a gem is?
Tech-oriented? What does that mean exactly? From where I'm sitting it looks like the way you're using it, it means you're facing the computer.
From the first link... (Score:2)
Revolutionary idea (Score:2)
Gems obviously (Score:2)
One problem of course is that when you look at a diamond, or a baccarat chandelier for that matter, each eye sees a different path, though perhaps this could be rendered on those new multi-ang