GPU Zen 2

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Publisher :
ISBN 13 : 9781797583143
Total Pages : 304 pages
Book Rating : 4.5/5 (831 download)

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Book Synopsis GPU Zen 2 by : Wolfgang Engel

Download or read book GPU Zen 2 written by Wolfgang Engel and published by . This book was released on 2019-04-21 with total page 304 pages. Available in PDF, EPUB and Kindle. Book excerpt: Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU. Rendering (Patrick Cozzi)1. Adaptive GPU Tessellation with Compute Shaders by Jad Khoury, Jonathan Dupuy, and Christophe Riccio2. Applying Vectorized Visibility on All frequency Direct Illumination by Ho Chun Leung, Tze Yui Ho, Zhenni Wang, Chi Sing Leung, Eric Wing Ming Wong3. Non-periodic Tiling of Noise-based Procedural Textures by Aleksandr Kirillov4. Rendering Surgery Simulation with Vulkan by Nicholas Milef, Di Qi, and Suvranu De5. Skinned Decals by Hawar DoghramachiEnvironmental Effects (Wolfgang Engel)1. Real-Time Fluid Simulation in Shadow of the Tomb Raider by Peter Sikachev, Martin Palko and Alexandre Chekroun2. Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds by Kevin ÖrtegrenShadows (Maurizio Vives)1. Soft Shadow Approximation for Dappled Light Sources by Mariano Merchante2. Parallax-Corrected Cached Shadow Maps by Pavlo Turchyn3D Engine Design (Wessam Bahnassi)1. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding by Sergey Makeev2. Procedural Stochastic Textures by Tiling and Blending by Thomas Deliot and Eric Heitz3. A Ray Casting Technique for Baked Texture Generation by Alain Galvan and Jeff Russell4. Writing an efficient Vulkan renderer by Arseny Kapoulkine5. glTF - Runtime 3D Asset Delivery by Marco HutterRay Tracing (Anton Kaplanyan)1. Real-Time Ray-Traced One-Bounce Caustics by Holger Gruen2. Adaptive Anti-Aliasing using Conservative Rasterization and GPU Ray Tracing by Rahul Sathe, Holger Gruen, Adam Marrs, Josef Spjut, Morgan McGuire, Yury Uralsky

GPU Zen

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Publisher :
ISBN 13 : 9780998822891
Total Pages : pages
Book Rating : 4.8/5 (228 download)

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Book Synopsis GPU Zen by : Wolfgang F. Engel

Download or read book GPU Zen written by Wolfgang F. Engel and published by . This book was released on 2017 with total page pages. Available in PDF, EPUB and Kindle. Book excerpt:

GPU Pro 7

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Publisher : CRC Press
ISBN 13 : 1498742548
Total Pages : 322 pages
Book Rating : 4.4/5 (987 download)

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Book Synopsis GPU Pro 7 by : Wolfgang Engel

Download or read book GPU Pro 7 written by Wolfgang Engel and published by CRC Press. This book was released on 2016-03-23 with total page 322 pages. Available in PDF, EPUB and Kindle. Book excerpt: The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro 7: Advanc

GPU Pro 2

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Publisher : CRC Press
ISBN 13 : 1439865604
Total Pages : 500 pages
Book Rating : 4.4/5 (398 download)

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Book Synopsis GPU Pro 2 by : Wolfgang Engel

Download or read book GPU Pro 2 written by Wolfgang Engel and published by CRC Press. This book was released on 2016-04-19 with total page 500 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book focuses on advanced rendering techniques that run on the DirectX and/or OpenGL run-time with any shader language available. It includes articles on the latest and greatest techniques in real-time rendering, including MLAA, adaptive volumetric shadow maps, light propagation volumes, wrinkle animations, and much more. The book emphasizes te

Real-Time Rendering

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Publisher : CRC Press
ISBN 13 : 1315362007
Total Pages : 1046 pages
Book Rating : 4.3/5 (153 download)

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Book Synopsis Real-Time Rendering by : Tomas Akenine-Möller

Download or read book Real-Time Rendering written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2019-01-18 with total page 1046 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly revised, this third edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. The authors have made the figures used in the book available for download for fair use.:Download Figures. Reviews Rendering has been a required reference for professional graphics practitioners for nearly a decade. This latest edition is as relevant as ever, covering topics from essential mathematical foundations to advanced techniques used by today’s cutting edge games. -- Gabe Newell, President, Valve, May 2008 Rendering ... has been completely revised and revamped for its updated third edition, which focuses on modern techniques used to generate three-dimensional images in a fraction of the time old processes took. From practical rendering for games to math and details for better interactive applications, it's not to be missed. -- The Bookwatch, November 2008 You'll get brilliantly lucid explanations of concepts like vertex morphing and variance shadow mapping—as well as a new respect for the incredible craftsmanship that goes into today's PC games. -- Logan Decker, PC Gamer Magazine , February 2009

GPU Zen

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Publisher :
ISBN 13 : 9781521383063
Total Pages : 360 pages
Book Rating : 4.3/5 (83 download)

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Book Synopsis GPU Zen by : Wolfgang Engel

Download or read book GPU Zen written by Wolfgang Engel and published by . This book was released on 2017-05-17 with total page 360 pages. Available in PDF, EPUB and Kindle. Book excerpt: Please note this is the Black & White Edition of GPU Zen. Exploring recent developments in the rapidly evolving field of game real-time rendering, GPU Zen assembles a high-quality collection of cutting-edge contributions for programming the GPU. GPU Zen includes coverage of the areas of geometry manipulation, lighting, general rendering, screen-space techniques, Virtual Reality and general compute tasks. Table of Contents Geometry Manipulation (Christopher Oat) 1. Attributed Vertex Clouds by Willy Scheibel, Stefan Buschmann, Matthias Trapp, and J�rgen D�llner 2. Rendering Convex Occluders with Inner Conservative Rasterization by Marcus Svensson and Emil Persson Lighting (Carsten Dachsbacher) 1. Stable Indirect Illumination by Louis Bavoil and Holger Gruen 2. Participating Media Using Extruded Light Volumes by Nathan Hoobler, Andrei Tatarinov and Alex Dunn Rendering (Mark Chatfield) 1. Deferred+ by Hawar Doghramachi and Jean-Normand Bucci 2. Programmable Per-pixel Sample Placement with Conservative Rasterizer by Rahul P. Sathe 3. Mobile Toon Shading by Felipe Lira, Fl�vio Villalva, Jesus Sosa, Kl�verson Paix�o and Te�filo Dutra 4. High-Quality GPU-efficient Image Detail Manipulation by Kin-Ming Wong and Tien-Tsin Wong 5. Real-Time Linear-Light Shading with Linearly Transformed Cosines by Eric Heitz and Stephen Hill 6. Profiling and Optimizing WebGL Application Using Google Chrome by Gareth Morgan Screen-Space (Wessam Bahnassi) 1. Scalable Adaptive SSAO by Filip Strugar 2. Robust Screen Space Ambient Occlusion by Wojciech Sterna 3. Practical Gather-based Bokeh Depth of Field by Wojciech Sterna Virtual Reality (Eric Haines) 1. Efficient Stereo and VR Rendering by I�igo Quilez 2. Understanding, Measuring, and Analyzing VR Graphics Performance by James Hughes, Reza Nourai, and Ed Hutchins Compute (Wolfgang Engel) 1. Optimizing the Graphics Pipeline with Compute by Graham Wihlidal 2. Real Time Markov Decision Processes for Crowd Simulation by Sergio Ruiz and Benjam�n Hern�ndez Source code at: https://github.com/wolfgangfengel/GPUZen

GPU PRO 3

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Publisher : CRC Press
ISBN 13 : 1439887829
Total Pages : 409 pages
Book Rating : 4.4/5 (398 download)

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Book Synopsis GPU PRO 3 by : Wolfgang Engel

Download or read book GPU PRO 3 written by Wolfgang Engel and published by CRC Press. This book was released on 2012-02-21 with total page 409 pages. Available in PDF, EPUB and Kindle. Book excerpt: GPU Pro3, the third volume in the GPU Pro book series, offers practical tips and techniques for creating real-time graphics that are useful to beginners and seasoned game and graphics programmers alike. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Wessam Bahnassi, and Sebastien St-Laurent have once again brought together a high-quality collection of cutting-edge techniques for advanced GPU programming. With contributions by more than 50 experts, GPU Pro3: Advanced Rendering Techniques covers battle-tested tips and tricks for creating interesting geometry, realistic shading, real-time global illumination, and high-quality shadows, for optimizing 3D engines, and for taking advantage of the advanced power of the GPGPU. Sample programs and source code are available for download on the book's CRC Press web page.

GPU Pro 4

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Publisher : CRC Press
ISBN 13 : 1466567449
Total Pages : 382 pages
Book Rating : 4.4/5 (665 download)

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Book Synopsis GPU Pro 4 by : Wolfgang Engel

Download or read book GPU Pro 4 written by Wolfgang Engel and published by CRC Press. This book was released on 2013-04-26 with total page 382 pages. Available in PDF, EPUB and Kindle. Book excerpt: GPU Pro4: Advanced Rendering Techniques presents ready-to-use ideas and procedures that can help solve many of your day-to-day graphics programming challenges. Focusing on interactive media and games, the book covers up-to-date methods for producing real-time graphics. Section editors Wolfgang Engel, Christopher Oat, Carsten Dachsbacher, Michal Valient, Wessam Bahnassi, and Sebastien St-Laurent have once again assembled a high-quality collection of cutting-edge techniques for advanced graphics processing unit (GPU) programming. Divided into six sections, the book begins with discussions on the ability of GPUs to process and generate geometry in exciting ways. It next introduces new shading and global illumination techniques for the latest real-time rendering engines and explains how image space algorithms are becoming a key way to achieve a more realistic and higher quality final image. Moving on to the difficult task of rendering shadows, the book describes the state of the art in real-time shadow maps. It then covers game engine design, including quality, optimization, and high-level architecture. The final section explores approaches that go beyond the normal pixel and triangle scope of GPUs as well as techniques that take advantage of the parallelism of modern graphic processors in a variety of applications. Useful to beginners and seasoned game and graphics programmers alike, this color book offers practical tips and techniques for creating real-time graphics. Example programs and source code are available for download on the book’s CRC Press web page. The directory structure of the online material closely follows the book structure by using the chapter numbers as the name of the subdirectory.

Real-Time Rendering, Fourth Edition

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Publisher : CRC Press
ISBN 13 : 1351816152
Total Pages : 1199 pages
Book Rating : 4.3/5 (518 download)

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Book Synopsis Real-Time Rendering, Fourth Edition by : Tomas Akenine-Möller

Download or read book Real-Time Rendering, Fourth Edition written by Tomas Akenine-Möller and published by CRC Press. This book was released on 2018-08-06 with total page 1199 pages. Available in PDF, EPUB and Kindle. Book excerpt: Thoroughly updated, this fourth edition focuses on modern techniques used to generate synthetic three-dimensional images in a fraction of a second. With the advent of programmable shaders, a wide variety of new algorithms have arisen and evolved over the past few years. This edition discusses current, practical rendering methods used in games and other applications. It also presents a solid theoretical framework and relevant mathematics for the field of interactive computer graphics, all in an approachable style. New to this edition: new chapter on VR and AR as well as expanded coverage of Visual Appearance, Advanced Shading, Global Illumination, and Curves and Curved Surfaces.

GPU Pro 6

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Publisher : CRC Press
ISBN 13 : 1482264625
Total Pages : 574 pages
Book Rating : 4.4/5 (822 download)

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Book Synopsis GPU Pro 6 by : Wolfgang Engel

Download or read book GPU Pro 6 written by Wolfgang Engel and published by CRC Press. This book was released on 2015-07-28 with total page 574 pages. Available in PDF, EPUB and Kindle. Book excerpt: The latest edition of this bestselling game development reference offers proven tips and techniques for the real-time rendering of special effects and visualization data that are useful for beginners and seasoned game and graphics programmers alike.Exploring recent developments in the rapidly evolving field of real-time rendering, GPU Pro6: Advance

Ray Tracing Gems

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Publisher : Apress
ISBN 13 : 1484244273
Total Pages : 622 pages
Book Rating : 4.4/5 (842 download)

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Book Synopsis Ray Tracing Gems by : Eric Haines

Download or read book Ray Tracing Gems written by Eric Haines and published by Apress. This book was released on 2019-02-25 with total page 622 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book is a must-have for anyone serious about rendering in real time. With the announcement of new ray tracing APIs and hardware to support them, developers can easily create real-time applications with ray tracing as a core component. As ray tracing on the GPU becomes faster, it will play a more central role in real-time rendering. Ray Tracing Gems provides key building blocks for developers of games, architectural applications, visualizations, and more. Experts in rendering share their knowledge by explaining everything from nitty-gritty techniques that will improve any ray tracer to mastery of the new capabilities of current and future hardware. What you'll learn: The latest ray tracing techniques for developing real-time applications in multiple domains Guidance, advice, and best practices for rendering applications with Microsoft DirectX Raytracing (DXR) How to implement high-performance graphics for interactive visualizations, games, simulations, and more Who this book is for:Developers who are looking to leverage the latest APIs and GPU technology for real-time rendering and ray tracing Students looking to learn about best practices in these areas Enthusiasts who want to understand and experiment with their new GPUs

Creating Games

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Publisher : CRC Press
ISBN 13 : 1568813058
Total Pages : 559 pages
Book Rating : 4.5/5 (688 download)

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Book Synopsis Creating Games by : Morgan McGuire

Download or read book Creating Games written by Morgan McGuire and published by CRC Press. This book was released on 2008-12-23 with total page 559 pages. Available in PDF, EPUB and Kindle. Book excerpt: Creating Games offers a comprehensive overview of the technology, content, and mechanics of game design. It emphasizes the broad view of a games team and teaches you enough about your teammates' areas so that you can work effectively with them. The authors have included many worksheets and exercises to help get your small indie team off the ground. Special features: Exercises at the end of each chapter combine comprehension tests with problems that help the reader interact with the material Worksheet exercises provide creative activities to help project teams generate new ideas and then structure them in a modified version of the format of a game industry design document Pointers to the best resources for digging deeper into each specialized area of game development Website with worksheets, figures from the book, and teacher materials including study guides, lecture presentations, syllabi, supplemental exercises, and assessment materials

GPU Pro 360 Guide to Rendering

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Publisher : CRC Press
ISBN 13 : 1351261517
Total Pages : 566 pages
Book Rating : 4.3/5 (512 download)

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Book Synopsis GPU Pro 360 Guide to Rendering by : Wolfgang Engel

Download or read book GPU Pro 360 Guide to Rendering written by Wolfgang Engel and published by CRC Press. This book was released on 2018-04-27 with total page 566 pages. Available in PDF, EPUB and Kindle. Book excerpt: Wolfgang Engel’s GPU Pro 360 Guide to Rendering gathers all the cutting-edge information from his previous seven GPU Pro volumes into a convenient single source anthology that covers real-time rendering. This volume is complete with 32 articles by leading programmers that focus on the ability of graphics processing units to process and generate rendering in exciting ways. GPU Pro 360 Guide to Rendering is comprised of ready-to-use ideas and efficient procedures that can help solve many rendering programming challenges that may arise. Key Features: Presents tips and tricks on real-time rendering of special effects and visualization data on common consumer software platforms such as PCs, video consoles, and mobile devices Covers specific challenges involved in creating games on various platforms Explores the latest developments in the rapidly evolving field of real-time rendering Takes a practical approach that helps graphics programmers solve their daily challenges

Algorithms Are Not Enough

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Publisher : MIT Press
ISBN 13 : 0262044129
Total Pages : 340 pages
Book Rating : 4.2/5 (62 download)

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Book Synopsis Algorithms Are Not Enough by : Herbert L. Roitblat

Download or read book Algorithms Are Not Enough written by Herbert L. Roitblat and published by MIT Press. This book was released on 2020-10-13 with total page 340 pages. Available in PDF, EPUB and Kindle. Book excerpt: Why a new approach is needed in the quest for general artificial intelligence. Since the inception of artificial intelligence, we have been warned about the imminent arrival of computational systems that can replicate human thought processes. Before we know it, computers will become so intelligent that humans will be lucky to kept as pets. And yet, although artificial intelligence has become increasingly sophisticated—with such achievements as driverless cars and humanless chess-playing—computer science has not yet created general artificial intelligence. In Algorithms Are Not Enough, Herbert Roitblat explains how artificial general intelligence may be possible and why a robopocalypse is neither imminent, nor likely. Existing artificial intelligence, Roitblat shows, has been limited to solving path problems, in which the entire problem consists of navigating a path of choices—finding specific solutions to well-structured problems. Human problem-solving, on the other hand, includes problems that consist of ill-structured situations, including the design of problem-solving paths themselves. These are insight problems, and insight is an essential part of intelligence that has not been addressed by computer science. Roitblat draws on cognitive science, including psychology, philosophy, and history, to identify the essential features of intelligence needed to achieve general artificial intelligence. Roitblat describes current computational approaches to intelligence, including the Turing Test, machine learning, and neural networks. He identifies building blocks of natural intelligence, including perception, analogy, ambiguity, common sense, and creativity. General intelligence can create new representations to solve new problems, but current computational intelligence cannot. The human brain, like the computer, uses algorithms; but general intelligence, he argues, is more than algorithmic processes.

Efficient Processing of Deep Neural Networks

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Publisher : Springer Nature
ISBN 13 : 3031017668
Total Pages : 254 pages
Book Rating : 4.0/5 (31 download)

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Book Synopsis Efficient Processing of Deep Neural Networks by : Vivienne Sze

Download or read book Efficient Processing of Deep Neural Networks written by Vivienne Sze and published by Springer Nature. This book was released on 2022-05-31 with total page 254 pages. Available in PDF, EPUB and Kindle. Book excerpt: This book provides a structured treatment of the key principles and techniques for enabling efficient processing of deep neural networks (DNNs). DNNs are currently widely used for many artificial intelligence (AI) applications, including computer vision, speech recognition, and robotics. While DNNs deliver state-of-the-art accuracy on many AI tasks, it comes at the cost of high computational complexity. Therefore, techniques that enable efficient processing of deep neural networks to improve key metrics—such as energy-efficiency, throughput, and latency—without sacrificing accuracy or increasing hardware costs are critical to enabling the wide deployment of DNNs in AI systems. The book includes background on DNN processing; a description and taxonomy of hardware architectural approaches for designing DNN accelerators; key metrics for evaluating and comparing different designs; features of DNN processing that are amenable to hardware/algorithm co-design to improve energy efficiency and throughput; and opportunities for applying new technologies. Readers will find a structured introduction to the field as well as formalization and organization of key concepts from contemporary work that provide insights that may spark new ideas.

High Performance Python

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Publisher : O'Reilly Media
ISBN 13 : 1492054992
Total Pages : 469 pages
Book Rating : 4.4/5 (92 download)

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Book Synopsis High Performance Python by : Micha Gorelick

Download or read book High Performance Python written by Micha Gorelick and published by O'Reilly Media. This book was released on 2020-04-30 with total page 469 pages. Available in PDF, EPUB and Kindle. Book excerpt: Your Python code may run correctly, but you need it to run faster. Updated for Python 3, this expanded edition shows you how to locate performance bottlenecks and significantly speed up your code in high-data-volume programs. By exploring the fundamental theory behind design choices, High Performance Python helps you gain a deeper understanding of Python’s implementation. How do you take advantage of multicore architectures or clusters? Or build a system that scales up and down without losing reliability? Experienced Python programmers will learn concrete solutions to many issues, along with war stories from companies that use high-performance Python for social media analytics, productionized machine learning, and more. Get a better grasp of NumPy, Cython, and profilers Learn how Python abstracts the underlying computer architecture Use profiling to find bottlenecks in CPU time and memory usage Write efficient programs by choosing appropriate data structures Speed up matrix and vector computations Use tools to compile Python down to machine code Manage multiple I/O and computational operations concurrently Convert multiprocessing code to run on local or remote clusters Deploy code faster using tools like Docker

Michael Abrash's Graphics Programming Black Book

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Author :
Publisher : Coriolis Group Books
ISBN 13 : 9781576101742
Total Pages : 0 pages
Book Rating : 4.1/5 (17 download)

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Book Synopsis Michael Abrash's Graphics Programming Black Book by : Michael Abrash

Download or read book Michael Abrash's Graphics Programming Black Book written by Michael Abrash and published by Coriolis Group Books. This book was released on 1997 with total page 0 pages. Available in PDF, EPUB and Kindle. Book excerpt: No one has done more to conquer the performance limitations of the PC than Michael Abrash, a software engineer for Microsoft. His complete works are contained in this massive volume, including everything he has written about performance coding and real-time graphics. The CD-ROM contains the entire text in Adobe Acrobat 3.0 format, allowing fast searches for specific facts.