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	<title>GPGPU &#187; Tag: Books :: GPGPU.org</title>
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	<link>http://gpgpu.org</link>
	<description>General-Purpose Computation on Graphics Hardware</description>
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		<title>CfP: Game Engines Gems 2</title>
		<link>http://gpgpu.org/2010/04/05/cfp-game-engines-gems-2</link>
		<comments>http://gpgpu.org/2010/04/05/cfp-game-engines-gems-2#comments</comments>
		<pubDate>Mon, 05 Apr 2010 22:53:08 +0000</pubDate>
		<dc:creator>dom</dc:creator>
				<category><![CDATA[Developer Resources]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[Call for Papers]]></category>
		<category><![CDATA[game engines]]></category>
		<category><![CDATA[Physics Simulation]]></category>

		<guid isPermaLink="false">http://gpgpu.org/?p=2232</guid>
		<description><![CDATA[After a very successful launch of the first volume of the Game Engine Gems series at GDC 2010, Jones and Bartlett Publishers is now accepting proposals for the second volume. The paper submission period for Game Engine Gems 2 is now open through June 15, 2010. To submit a proposal, please visit the official website. [...]]]></description>
			<content:encoded><![CDATA[<p>After a very successful launch of the first volume of the Game Engine Gems series at GDC 2010, Jones and Bartlett Publishers is now accepting proposals for the second volume. The paper submission period for Game Engine Gems 2 is now open through June 15, 2010. To submit a proposal, please <a href="http://www.gameenginegems.com" target="_blank">visit the official website</a>.</p>
<p>As with the first volume, the theme of the book includes everything having to do with game engine design and implementation. Specific topics of interest include rendering techniques, shaders, OpenGL / DirectX, physics / collision detection, mathematics, programming techniques, engine architecture, visibility determination, audio, user interface, input devices, memory management, artificial intelligence, resource organization, and cross-platform considerations. This list is not exhaustive, and the editors are happy to evaluate any idea that pertains to making game engines.</p>
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		<title>CfP: GPU Computing Gems</title>
		<link>http://gpgpu.org/2010/02/09/cfp-gpu-computing-gems</link>
		<comments>http://gpgpu.org/2010/02/09/cfp-gpu-computing-gems#comments</comments>
		<pubDate>Wed, 10 Feb 2010 02:08:41 +0000</pubDate>
		<dc:creator>Mark Harris</dc:creator>
				<category><![CDATA[Research]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[Call for Papers]]></category>
		<category><![CDATA[NVIDIA]]></category>

		<guid isPermaLink="false">http://gpgpu.org/?p=2134</guid>
		<description><![CDATA[NVIDIA and Editor-in-Chief  Professor Wen-mei Hwu of the University of Illinois, Urbana-Champaign invite you to submit articles for GPU Computing Gems, a contribution-based book that will focus on practical techniques for GPU computing. This is a continuation of the popular GPU Gems series. The full Call for Participation is available here.]]></description>
			<content:encoded><![CDATA[<p>NVIDIA and Editor-in-Chief  Professor Wen-mei Hwu of the University of Illinois, Urbana-Champaign invite you to submit articles for <strong><em><a href=" http://www.nvidia.com/object/io_1265140268552.html" target="_blank">GPU Computing Gems</a></em></strong>, a contribution-based book that will focus on practical techniques for GPU computing. This is a continuation of the popular <em>GPU Gems</em> series.<strong></strong></p>
<p>The full <em>Call for Participation</em> is available <a href=" http://www.nvidia.com/object/io_1265140268552.html" target="_blank">here</a>.</p>
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		<title>Programming Massively Parallel Processors: A Hands-on Approach</title>
		<link>http://gpgpu.org/2010/02/09/kirk-hwu-book</link>
		<comments>http://gpgpu.org/2010/02/09/kirk-hwu-book#comments</comments>
		<pubDate>Wed, 10 Feb 2010 00:00:49 +0000</pubDate>
		<dc:creator>dom</dc:creator>
				<category><![CDATA[Developer Resources]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[NVIDIA CUDA]]></category>
		<category><![CDATA[OpenCL]]></category>

		<guid isPermaLink="false">http://gpgpu.org/?p=2098</guid>
		<description><![CDATA[The first textbook of its kind, Programming Massively Parallel Processors: A Hands-on Approach launches today, authored by Dr. David B. Kirk, NVIDIA Fellow and former chief scientist, and Dr. Wen-mei Hwu, who serves at the University of Illinois at Urbana-Champaign as Chair of Electrical and Computer Engineering in the Coordinated Science Laboratory, co-director of the [...]]]></description>
			<content:encoded><![CDATA[<p><a href="http://www.amazon.com/gp/product/0123814723?ie=UTF8&amp;tag=gpgpu-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0123814723" target="_blank"><img class="alignright size-full wp-image-2130" style="margin: 5px;" title="Programming Massively Parallel Processors" src="http://gpgpu.org/wp/wp-content/uploads/2010/02/programming_massively_parallel_processors.jpg" alt="Programming Massively Parallel Processors Cover Image" width="129" height="160" /></a>The first textbook of its kind, <a href="http://www.amazon.com/gp/product/0123814723?ie=UTF8&amp;tag=gpgpu-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0123814723" target="_blank"><em>Programming Massively Parallel Processors: A Hands-on Approach</em></a> launches today, authored by Dr. David B. Kirk, NVIDIA Fellow and former chief scientist, and Dr. Wen-mei Hwu, who serves at the University of Illinois at Urbana-Champaign as Chair of Electrical and Computer Engineering in the Coordinated Science Laboratory, co-director of the Universal Parallel Computing Research Center and principal investigator of the CUDA Center of Excellence.  The textbook, which is 256 pages, is the first aimed at teaching advanced students and professionals the basic concepts of parallel programming and GPU architectures. Published by <a href="http://www.elsevierdirect.com/morgan_kaufmann/kirk/index.html" target="_blank">Morgan-Kauffman</a>, it explores various techniques for constructing parallel programs and reviews numerous case studies.</p>
<p>With conventional CPU-based computing no longer scaling in performance and the world’s computational challenges increasing in complexity, the need for massively parallel processing has never been greater.  GPUs have hundreds of cores capable of delivering transformative performance increases across a wide range of computational challenges. The rise of these multi-core architectures has raised the need to teach advanced programmers a new and essential skill: how to program massively parallel processors.</p>
<p>Among the book’s key features:</p>
<ul>
<li>First and only text that teaches how to program within a massively parallel environment</li>
<li>Portions of the NVIDIA-provided content have been part of the curriculum at 300 universities worldwide</li>
<li>Drafts of sections of the book  have been tested and taught by Kirk at the University of Illinois</li>
<li>Book utilizes OpenCL and CUDA C, the NVIDIA parallel computing language developed specifically for massively parallel environments</li>
</ul>
<p><a href="http://www.amazon.com/gp/product/0123814723?ie=UTF8&amp;tag=gpgpu-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0123814723" target="_blank">Programming Massively Parallel Processors: A Hands-on Approach</a> is available to purchase from <a href="http://www.amazon.com/gp/product/0123814723?ie=UTF8&amp;tag=gpgpu-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0123814723" target="_blank">Amazon</a> or directly from Elsevier.</p>
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		<title>NVIDIA and Addison-Wesley Release GPU Gems 3 Book</title>
		<link>http://gpgpu.org/2007/09/10/nvidia-and-addison-wesley-release-gpu-gems-3-book</link>
		<comments>http://gpgpu.org/2007/09/10/nvidia-and-addison-wesley-release-gpu-gems-3-book#comments</comments>
		<pubDate>Mon, 10 Sep 2007 14:03:00 +0000</pubDate>
		<dc:creator>Mark Harris</dc:creator>
				<category><![CDATA[Developer Resources]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[Computer Graphics]]></category>
		<category><![CDATA[GPU Gems]]></category>
		<category><![CDATA[NVIDIA CUDA]]></category>

		<guid isPermaLink="false">http://www.gpgpu.org/cgi-bin/blosxom.cgi/Miscellaneous/Books/gpugems3.html</guid>
		<description><![CDATA[GPU Gems 3, the third volume of the best-selling GPU Gems series provides a snapshot of today&#8217;s latest Graphics Processing Unit (GPU) programming techniques. The programmability of modern GPUs allows developers to not only distinguish themselves from one another but also to use this awesome processing power for non-graphics applications, such as physics simulation, financial [...]]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://rcm.amazon.com/e/cm?t=gpgpu-20&amp;o=1&amp;p=8&amp;l=as1&amp;asins=0321515269&amp;fc1=000000&amp;IS2=1&amp;lt1=_blank&amp;lc1=0000FF&amp;bc1=FFFFFF&amp;bg1=FFFFFF&amp;f=ifr" style="width: 120px; height: 240px" marginwidth="0" marginheight="0" align="right" frameborder="0" scrolling="no"></iframe><a href="http://www.amazon.com/gp/product/0321515269?ie=UTF8&amp;tag=gpgpu-20&amp;linkCode=as2&amp;camp=1789&amp;creative=9325&amp;creativeASIN=0321515269" title="GPU Gems 3" target="_blank">GPU Gems 3</a><img src="http://www.assoc-amazon.com/e/ir?t=gpgpu-20&amp;l=as2&amp;o=1&amp;a=0321515269" style="border: medium none  ! important; margin: 0px ! important" border="0" height="1" width="1" />, the third volume of the best-selling GPU Gems series provides a snapshot of today&#8217;s latest Graphics Processing Unit (GPU) programming techniques. The programmability of modern GPUs allows developers to not only distinguish themselves from one another but also to use this awesome processing power for non-graphics applications, such as physics simulation, financial analysis, and even virus detectionâ€”particularly with the CUDA architecture. Graphics remains the leading application for GPUs, and readers will find that the latest algorithms create ultra-realistic characters, better lighting, and post-rendering compositing effects. This third volume is certain to appeal to not just the many fans of the first two, but a whole new group of programmers as well. (<a href="http://www.awprofessional.com/title/0321515269" title="GPU Gems 3 @ Addison Wesley" target="_blank">GPU Gems 3 Page at Addison-Wesley</a>)</p>
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		<title>&#8220;The GeForce 6 Series GPU Architecture&#8221; GPU Gems 2 Chapter Released</title>
		<link>http://gpgpu.org/2005/03/21/the-geforce-6-series-gpu-architecture-gpu-gems-2-chapter-released</link>
		<comments>http://gpgpu.org/2005/03/21/the-geforce-6-series-gpu-architecture-gpu-gems-2-chapter-released#comments</comments>
		<pubDate>Mon, 21 Mar 2005 08:19:00 +0000</pubDate>
		<dc:creator>Mark Harris</dc:creator>
				<category><![CDATA[Developer Resources]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[GPUs]]></category>
		<category><![CDATA[Papers]]></category>

		<guid isPermaLink="false">http://www.gpgpu.org/cgi-bin/blosxom.cgi/GPUs/geforce6arch.html</guid>
		<description><![CDATA[Excerpted from GPU Gems 2, &#8220;The GeForce 6 Series GPU Architecture&#8221; (Chapter 30) describes the architecture of the GeForce 6 Series family of GPUs, including details on the overall system architecture, vertex processor, fragment processor, and various other features. (Emmett Kilgariff and Randima Fernando. &#8220;The GeForce 6 Series GPU Architecture&#8221;, in GPU Gems 2, Addison-Wesley [...]]]></description>
			<content:encoded><![CDATA[<p>Excerpted from <em><a href="http://developer.nvidia.com/object/gpu_gems_2_home.html" target="_blank" title="gpu_gems_2_home.html">GPU Gems 2</a></em>, <a href="http://download.nvidia.com/developer/GPU_Gems_2/GPU_Gems2_ch30.pdf" target="_blank" title="The GeForce 6 Series GPU Architecture (Chapter 30)">&#8220;The GeForce 6 Series GPU Architecture&#8221; (Chapter 30)</a> describes the architecture of the GeForce 6 Series family of GPUs, including details on the overall system architecture, vertex processor, fragment processor, and various other features. (Emmett Kilgariff and Randima Fernando. <a href="http://download.nvidia.com/developer/GPU_Gems_2/GPU_Gems2_ch30.pdf" target="_blank" title="The GeForce 6 Series GPU Architecture (Chapter 30)">&#8220;The GeForce 6 Series GPU Architecture&#8221;</a>, in <em><a href="http://developer.nvidia.com/object/gpu_gems_2_home.html" target="_blank" title="gpu_gems_2_home.html">GPU Gems 2</a></em>, Addison-Wesley 2005.)</p>
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		<title>GPU Gems 2 Sample Chapter #2 Released</title>
		<link>http://gpgpu.org/2005/02/17/gpu-gems-2-sample-chapter-2-released</link>
		<comments>http://gpgpu.org/2005/02/17/gpu-gems-2-sample-chapter-2-released#comments</comments>
		<pubDate>Thu, 17 Feb 2005 14:58:00 +0000</pubDate>
		<dc:creator>Mark Harris</dc:creator>
				<category><![CDATA[Research]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[Papers]]></category>

		<guid isPermaLink="false">http://www.gpgpu.org/cgi-bin/blosxom.cgi/Miscellaneous/Books/gpugems2sampleChap2.html</guid>
		<description><![CDATA[A second GPU Gems 2 sample chapter, Streaming Architectures and Technology Trends (Chapter 29), by John Owens is now available. The first sample chapter Per-Pixel Displacement with Distance Functions (Chapter 8), was released last week.]]></description>
			<content:encoded><![CDATA[<p>A second <a href="http://developer.nvidia.com/object/gpu_gems_2_home.html" target="_blank" title="GPU Gems 2">GPU Gems 2</a> sample chapter, <a href="http://download.nvidia.com/developer/GPU_Gems_2/GPU_Gems2_ch29.pdf" target="_blank" title="Streaming Architectures and Technology Trends (Chapter 29)">Streaming Architectures and Technology Trends (Chapter 29)</a>, by <a href="http://www.ece.ucdavis.edu/~jowens/" title="John Owens" target="_blank">John Owens</a> is now available.  The first sample chapter <a href="http://download.nvidia.com/developer/GPU_Gems_2/GPU_Gems2_ch08.pdf" target="_blank" title="Per-Pixel Displacement with Distance Functions (Chapter 8)">Per-Pixel Displacement with Distance Functions (Chapter 8)</a>,  was released last week.</p>
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		<title>GPU Gems 2 Sample Material Released</title>
		<link>http://gpgpu.org/2005/02/09/gpu-gems-2-sample-material-released</link>
		<comments>http://gpgpu.org/2005/02/09/gpu-gems-2-sample-material-released#comments</comments>
		<pubDate>Wed, 09 Feb 2005 19:32:00 +0000</pubDate>
		<dc:creator>Mark Harris</dc:creator>
				<category><![CDATA[Developer Resources]]></category>
		<category><![CDATA[Books]]></category>

		<guid isPermaLink="false">http://www.gpgpu.org/cgi-bin/blosxom.cgi/Miscellaneous/Books/gpugems2samplemats.html</guid>
		<description><![CDATA[The upcoming GPU Gems 2 book is now in press and the first copies will be available at GDC 2005 in San Francisco. Several pieces of sample material from GPU Gems 2 have been released. These include a Visual Table of Contents (shown at right, which will be inside the front cover), the foreword (by [...]]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://rcm.amazon.com/e/cm?t=gpgpu-20&amp;o=1&amp;p=8&amp;l=as1&amp;asins=0321335597&amp;IS1=1&amp;fc1=000000&amp;lc1=0000ff&amp;bg1=ffffff&amp;bc1=ffffff&amp;lt1=_blank&amp;nou=1&amp;f=ifr" marginwidth="0" marginheight="0" align="right" frameborder="0" height="240" scrolling="no" width="120"></iframe></p>
<p>The upcoming <a href="http://developer.nvidia.com/object/gpu_gems_2_home.html" target="_blank" title="GPU Gems 2">GPU Gems 2</a> book is now in press and the first copies will be available at <a href="http://www.gdconf.com" title="GDC 2005" target="_blank">GDC 2005</a> in San Francisco.  Several pieces of sample material from <a href="http://developer.nvidia.com/object/gpu_gems_2_home.html" target="_blank" title="GPU Gems 2">GPU Gems 2</a> have been released.  These include a <a href="http://download.nvidia.com/developer/GPU_Gems_2/GPU_Gems2_Visual_TOC.jpg" target="_blank" title="Visual Table of Contents">Visual Table of Contents</a> (shown at right, which will be inside the front cover), the <a href="http://download.nvidia.com/developer/GPU_Gems_2/GPU_Gems2_Foreword.pdf" target="_blank" title="foreword">foreword</a> (by Tim Sweeney, Epic Games), the <a href="http://download.nvidia.com/developer/GPU_Gems_2/GPU_Gems2_Preface.pdf" target="_blank" title="preface">preface</a>, and the <a href="http://download.nvidia.com/developer/GPU_Gems_2/GPU_Gems2_Author_Bios.pdf" target="_blank" title="contributor biographies">contributor biographies</a>.</p>
<p>A first sample chapter, <a href="http://download.nvidia.com/developer/GPU_Gems_2/GPU_Gems2_ch08.pdf" target="_blank" title="Per-Pixel Displacement Mapping with Distance Functions">Per-Pixel Displacement Mapping with Distance Functions</a>, has also been released. (<a href="http://developer.nvidia.com/object/gpu_gems_2_home.html" target="_blank" title="GPU Gems 2">GPU Gems 2 Homepage</a>.)</p>
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		<title>GPU Gems 2 Call For Participation</title>
		<link>http://gpgpu.org/2004/07/31/gpu-gems-2-call-for-participation</link>
		<comments>http://gpgpu.org/2004/07/31/gpu-gems-2-call-for-participation#comments</comments>
		<pubDate>Sat, 31 Jul 2004 01:24:00 +0000</pubDate>
		<dc:creator>Mark Harris</dc:creator>
				<category><![CDATA[Research]]></category>
		<category><![CDATA[Books]]></category>
		<category><![CDATA[Papers]]></category>

		<guid isPermaLink="false">http://www.gpgpu.org/cgi-bin/blosxom.cgi/Miscellaneous/Books/gpuGemsIICall.html</guid>
		<description><![CDATA[&#38;amp;lt;br /&#38;amp;gt; &#38;amp;lt;map NAME=&#8221;boxmap-p8&#8243;&#38;amp;gt; &#38;amp;lt;area SHAPE=&#8221;RECT&#8221; COORDS=&#8221;14, 200, 103, 207&#8243; href=&#8221;http://rcm.amazon.com/e/cm/privacy-policy.html?o=1&#8243; &#38;amp;gt; &#38;amp;lt;area COORDS=&#8221;0,0,10000,10000&#8243; href=&#8221;http://www.amazon.com/exec/obidos/redirect-home/gpgpu-20&#8243;&#38;amp;gt;&#38;amp;lt;/map&#38;amp;gt; &#38;amp;lt;p&#38;amp;gt;&#38;amp;lt;img src=&#8221;http://rcm-images.amazon.com/images/G/01/rcm/120&#215;240.gif&#8221; width=&#8221;120&#8243; height=&#8221;240&#8243; border=&#8221;0&#8243; usemap=&#8221;#boxmap-p8&#8243; alt=&#8221;Shop at Amazon.com&#8221;&#38;amp;gt; Following the success of GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics NVIDIA have decided to produce a second GPU Gems volume in order to showcase the best new [...]]]></description>
			<content:encoded><![CDATA[<p><iframe src="http://rcm.amazon.com/e/cm?o=1&amp;l=as1&amp;f=ifr&amp;t=gpgpu-20&amp;dev-t=D68HUNXKLHS4J&amp;p=8&amp;asins=0321228324&amp;IS1=1&amp;bg1=ffffff&amp;fc1=000000&amp;lc1=000000&amp;bc1=ffffff&amp;IS1=1&amp;lt1=_blank" marginwidth="10" marginheight="0" align="right" frameborder="0" height="240" scrolling="no" width="120">&amp;amp;lt;br /&amp;amp;gt; &amp;amp;lt;map NAME=&#8221;boxmap-p8&#8243;&amp;amp;gt; &amp;amp;lt;area SHAPE=&#8221;RECT&#8221; COORDS=&#8221;14, 200, 103, 207&#8243; href=&#8221;http://rcm.amazon.com/e/cm/privacy-policy.html?o=1&#8243; &amp;amp;gt; &amp;amp;lt;area COORDS=&#8221;0,0,10000,10000&#8243; href=&#8221;http://www.amazon.com/exec/obidos/redirect-home/gpgpu-20&#8243;&amp;amp;gt;&amp;amp;lt;/map&amp;amp;gt; &amp;amp;lt;p&amp;amp;gt;&amp;amp;lt;img src=&#8221;http://rcm-images.amazon.com/images/G/01/rcm/120&#215;240.gif&#8221; width=&#8221;120&#8243; height=&#8221;240&#8243; border=&#8221;0&#8243; usemap=&#8221;#boxmap-p8&#8243; alt=&#8221;Shop at Amazon.com&#8221;&amp;amp;gt;</iframe><br />
Following the success of <a href="http://developer.nvidia.com/object/GPU_Gems_Home.html" target="_blank" title="GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics">GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics</a> NVIDIA have decided to produce a second GPU Gems volume in order to showcase the best new ideas and techniques for the latest programmable GPUs.  Tentatively titled GPU Gems II: Techniques for Graphics and Compute Intensive Programming, this book will be edited by Matt Pharr, software engineer at NVIDIA.</p>
<p>NVIDIA are looking for ideas from developers who are using GPUs in new ways to create stunning graphics and cutting-edge applications. Chapters should present techniques and ideas that are broadly useful to GPU programmers and can be integrated into their applications. GPU Gems II will have an increased focus on chapters exploring non-graphics applications of the computational capabilities of GPU hardware.</p>
<p>To participate, read the <a href="http://download.nvidia.com/developer/GPU_Gems_2/Call-for-Participation.pdf" target="_blank" title="submission guidelines">submission guidelines</a> and send an e-mail to <a href="mailto:articlesubmissions@nvidia.com" title="Submission Email" target="_blank">articlesubmissions@nvidia.com</a> with your proposed chapter title as the subject line, and the required description in the e-mail body. The deadline for submissions is Monday, August 16, 2004.</p>
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		<title>GPU Gems Published</title>
		<link>http://gpgpu.org/2004/03/31/igpu-gemsi-published</link>
		<comments>http://gpgpu.org/2004/03/31/igpu-gemsi-published#comments</comments>
		<pubDate>Wed, 31 Mar 2004 22:34:00 +0000</pubDate>
		<dc:creator>Mark Harris</dc:creator>
				<category><![CDATA[Developer Resources]]></category>
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		<description><![CDATA[&#38;lt;br /&#38;gt; &#38;lt;map NAME=&#8221;boxmap-p8&#8243;&#38;gt; &#38;lt;area SHAPE=&#8221;RECT&#8221; COORDS=&#8221;14, 200, 103, 207&#8243; href=&#8221;http://rcm.amazon.com/e/cm/privacy-policy.html?o=1&#8243; &#38;gt; &#38;lt;area COORDS=&#8221;0,0,10000,10000&#8243; href=&#8221;http://www.amazon.com/exec/obidos/redirect-home/gpgpu-20&#8243;&#38;gt;&#38;lt;/map&#38;gt; &#38;lt;p&#38;gt;&#38;lt;img src=&#8221;http://rcm-images.amazon.com/images/G/01/rcm/120&#215;240.gif&#8221; width=&#8221;120&#8243; height=&#8221;240&#8243; border=&#8221;0&#8243; usemap=&#8221;#boxmap-p8&#8243; alt=&#8221;Shop at Amazon.com&#8221;&#38;gt; GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics was released last week at the Game Developers Conference 2004, and has been received very positively by the graphics community. GPU [...]]]></description>
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<p><a href="http://developer.nvidia.com/object/gpu_gems_home.html" title="GPU Gems" target="_blank">GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics</a> was released last week at the Game Developers Conference 2004, and has been received very positively by the graphics community. GPU Gems was the bestselling book at the GDC bookstore, and is now available for purchase on several web sites, including <a href="http://www.amazon.com/exec/obidos/ASIN/0321228324/gpgpu-20/002-5567455-8580040?creative=125581&amp;camp=2321&amp;link_code=as1" target="_blank" title="Amazon">Amazon.com</a>, <a href="http://search.barnesandnoble.com/booksearch/isbnInquiry.asp?userid=36VRYBNDJT&amp;isbn=0321228324&amp;itm=1" target="_blank" title="Barnes &amp; Noble">Barnes &amp; Noble</a>, and <a href="http://www.aw-bc.com/catalog/academic/product/0,4096,0321228324,00.html" target="_blank" title="Addison-Welsey">Addison-Welsey</a>. (<em><a href="http://developer.nvidia.com/object/gpu_gems_home.html" title="GPU Gems" target="_blank">GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics</a></em>. Randima Fernando, editor.)</p>
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		<title>GPU Gems Book Coming Soon</title>
		<link>http://gpgpu.org/2004/02/07/gpu-gems-book-coming-soon</link>
		<comments>http://gpgpu.org/2004/02/07/gpu-gems-book-coming-soon#comments</comments>
		<pubDate>Sat, 07 Feb 2004 16:37:00 +0000</pubDate>
		<dc:creator>Mark Harris</dc:creator>
				<category><![CDATA[Developer Resources]]></category>
		<category><![CDATA[Research]]></category>
		<category><![CDATA[Books]]></category>

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		<description><![CDATA[GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics, published by Addison-Wesley, is a compilation of articles covering practical real-time graphics techniques. It focuses on the programmable graphics pipeline available in today&#8217;s graphics processing units (GPUs) and highlights techniques needed by developers creating advanced visual effects. Several articles in the book deal with GPGPU-related [...]]]></description>
			<content:encoded><![CDATA[<p><em>GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics</em>, published by Addison-Wesley, is a compilation of articles covering practical real-time graphics techniques. It focuses on the programmable graphics pipeline available in today&#8217;s graphics processing units (GPUs) and highlights techniques needed by developers creating advanced visual effects. Several articles in the book deal with GPGPU-related topics. For more information, please visit the <a href="http://developer.nvidia.com/object/GPU_Gems_Home.html" target="_blank" title="book's web site">book&#8217;s web site</a>. <em>GPU Gems</em> will be available at GDC 2004.</p>
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