Gems series of books.
Hi Folks -
Quick question for those who are fans of the GPU Gems series of books. I'm an application programmer for a living, but one of my hobbies is graphics programming. I like to mess around implementing specific techniques and algorithms in small projects. This is why I was attracted to the GPU Gems series. I baught the third one first without really thinking. My question is - should I be absorbing all the material in the first and second iteration of the series before going to the third? Are the three books independent of each other? Does material overlap? Should I be learning and implementing the techniques in the first two so that I can understand the techniques in the third?
Eric
The GPUGems series is a collection of essays. Not only are the books unrelated but the articles with in the book are more or less unrelated, outside of the obvious fact that they are all graphics related.
Yeah, I realize that, I guess the question would be better phrased this way: Since the first book is oldest, is the technology discussed in the essays easier to understand/implement than the third book, which obviously discusses much newer technologies because its a newer book? In other words, would the third book be more beneficial having already implemented techniques in the first and or second?
Eric
Eric
The first and most of the second are online over at nvidia.com
If you are new to HLSL programming the earlier books are probably better. I've found the later one to be a bit complex.
If you are new to HLSL programming the earlier books are probably better. I've found the later one to be a bit complex.
Yeah, thats what I was getting at. I am an experienced programmer but I am new to HLSL so I was thinking I should take a look at the first book before going for the third.
The ShaderX series are rather good too.
You could probably skip the first one. The second one is a really good start.
I believe that is hosted on GameDev somewhere.
You could probably skip the first one. The second one is a really good start.
I believe that is hosted on GameDev somewhere.
In my opinion, GPU Gems it's too generic and does not give any kind of help.
The theory is not well-explained, is not API specific so it's a little bit more difficult and few real and complete examples.
Attiention: it's only my opinion and mabye all my mistakes are provoked from my incomplete english language understanding
However, the first 2 books are free on developers.nvidia.com; so it's a good choice to buy the ShaderX series.
The theory is not well-explained, is not API specific so it's a little bit more difficult and few real and complete examples.
Attiention: it's only my opinion and mabye all my mistakes are provoked from my incomplete english language understanding
However, the first 2 books are free on developers.nvidia.com; so it's a good choice to buy the ShaderX series.
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