Showing posts with label graphics. Show all posts
Showing posts with label graphics. Show all posts

Programming the Cell Processor: For Games, Graphics, and Computation Review

Programming the Cell Processor: For Games, Graphics, and Computation
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Programming the Cell Processor: For Games, Graphics, and Computation ReviewFirst and foremost, this is NOT a book for beginners. It's for experienced programmers who want to start working with the Cell processor. If that describes you, then you should buy this book immediately.
Every imaginable detail about the Cell is covered here. You'll learn how to write code, yes, but you'll also learn how that code works in terms of the Cell's physical architecture. This is crucial to understanding how best to harness the Cell's power. There are numerous diagrams and clear writing throughout, succinctly explaining what your code does and why it does it.
The book opens with a few chapters on setting up your work environment. This goes into great detail, walking you through installing Linux on a Windows PC or a Playstation 3 system, using gcc/make, acquiring and configuring the Cell SDK, debugging and simulating Cell applications, and setting up Eclipse and the Cell IDE. If you already know your way around Linux you'll be able to skip most of this, but if you're a Windows user (like me) this section will prove invaluable.
This is followed by in-depth technical discussions of the PPU (the Cell's primary processor) and the SPUs (the smaller, distributed processors at the heart of the Cell's power), how these communicate with each other, and how to optimize these communications. Sprinkled throughout are use cases for various functions in the Cell standard libraries; by the end of this section you should be able to program the Cell processor reasonably effectively.
While this book is focused on the Cell processor in general, it does recognize that perhaps the most ubiquitous application of the processor at present is the Playstation 3 system; to that end, the third and final section of the book is targeted at using the Cell processor for specifically game-related tasks: programming the frame buffer, using OpenGL, running the popular Ogre3D engine on the Cell, and using the COLLADA shared graphics file format and libraries. Depending on your focus, this section may or may not be useful, but either way its quality remains up to par with the rest of the book.
My only complaint is that the book's structure is not particularly conducive to use as a reference guide. That is, while it covers a significant portion of the Cell libraries and features, you can't just quickly look something up. The book's design seems to suggest a deep, initial read-through and then only occasional re-references thereafter. But perhaps supplementing it with the SDK's own documentation is sufficient. This is the only reason the book falls short of 5 stars for me, and of course your mileage may vary.
Overall, highly recommended for experienced programmers who want to start working with the Cell processor.Programming the Cell Processor: For Games, Graphics, and Computation Overview

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Computer Animation Complete: All-in-One: Learn Motion Capture, Characteristic, Point-Based, and Maya Winning Techniques Review

Computer Animation Complete: All-in-One: Learn Motion Capture, Characteristic, Point-Based, and Maya Winning Techniques
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Computer Animation Complete: All-in-One: Learn Motion Capture, Characteristic, Point-Based, and Maya Winning Techniques ReviewAs a 3D Animator and instructor, I was extremely disappointed with this book. Most of the information reads like a handout from a technical demo that they use at SIGGRAGH. The Motion Capture section is mostly a history lesson of the development of the equipment. A lot of the Maya animation lessons are taken from other books that are now 4 to 6 years out of date. Do not waste your money purchasing this book.Computer Animation Complete: All-in-One: Learn Motion Capture, Characteristic, Point-Based, and Maya Winning Techniques Overview

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Advanced Qt Programming: Creating Great Software with C++ and Qt 4 (Prentice Hall Open Source Software Development Series) Review

Advanced Qt Programming: Creating Great Software with C++ and Qt 4 (Prentice Hall Open Source Software Development Series)
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Advanced Qt Programming: Creating Great Software with C++ and Qt 4 (Prentice Hall Open Source Software Development Series) ReviewThis book focus on what is essential and important using QT.
For example the model view architecture using desktop widget but also graphical widget,state machine animation framework are very well explain and precise.
The code provided simply work.
I think reader of this book can really save some time during the learning process.It s also a book that you can read close to your qt creator open to experiment each notion explained by Mark.
Advanced Qt Programming: Creating Great Software with C++ and Qt 4 (Prentice Hall Open Source Software Development Series) Overview

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Visual Basic 2010 Programmer's Reference (Wrox Programmer to Programmer) Review

Visual Basic 2010 Programmer's Reference (Wrox Programmer to Programmer)
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Visual Basic 2010 Programmer's Reference (Wrox Programmer to Programmer) ReviewThis book is an excellent coverage of Visual Basic in the Visual Studio 2010 environment. Over 1000 pages of reference material including appendices. The book is well written, comprehensive, and concise. A reference book needs a good index and this book has one.
I purchased the book in April, 2010. It is now three months later and I briefed the reference and am writing my first Visual Bssic program in years. The programming environment has changed dramatically and this book is an entensive guide to my requirements. The text offers code within the book and links to many sources for assistance. In addition the author offers help through e-mail assistance, which is very timely. I don't think you can go wrong with this book for the money.Visual Basic 2010 Programmer's Reference (Wrox Programmer to Programmer) Overview

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