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	<title>Real-Time Rendering &#187; CryEngine</title>
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	<description>Tracking the latest developments in interactive rendering techniques</description>
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		<title>GPU Pro^3 is available for order</title>
		<link>http://www.realtimerendering.com/blog/gpu-pro3-is-available-for-order/</link>
		<comments>http://www.realtimerendering.com/blog/gpu-pro3-is-available-for-order/#comments</comments>
		<pubDate>Thu, 12 Jan 2012 18:38:18 +0000</pubDate>
		<dc:creator>Eric</dc:creator>
				<category><![CDATA[Resources]]></category>
		<category><![CDATA[books]]></category>
		<category><![CDATA[CryEngine]]></category>
		<category><![CDATA[CryEngine 3]]></category>
		<category><![CDATA[GPU Pro]]></category>
		<category><![CDATA[GPU Pro 3]]></category>
		<category><![CDATA[ShaderX]]></category>

		<guid isPermaLink="false">http://www.realtimerendering.com/blog/?p=2845</guid>
		<description><![CDATA[Like the title says, GPU Pro3, the next installment of the GPU Pro series, is now available for order. The publication date is realsoonnow (January 17th). The extended table of contents is a great way to get a sense of what it contains. The GPU Pro series is essentially a continuation of the ShaderX series, [...]]]></description>
			<content:encoded><![CDATA[<p>Like the title says, <em>GPU Pro<sup>3</sup></em>, the next installment of the GPU Pro series, is <a href="http://www.amazon.com/gp/product/1439887829?tag=realtimerenderin">now available for order</a>. The publication date is realsoonnow (January 17th). The <a href="http://gpupro3.blogspot.com/2012/01/extended-table-of-content.html">extended table of contents</a> is a great way to get a sense of what it contains.</p>
<p>The GPU Pro series is essentially a continuation of the <a href="http://tog.acm.org/resources/shaderx/">ShaderX series</a>, just with a different publisher. I was given a look at the draft of this latest volume, and it appears in line with the others: some eminently practical and battle-tested approaches mixed with some pie-in-the-sky out-of-the-box done-with-the-metaphors ideas &#8211; having a mix keeps things lively. Articles such as the one covering the CryENGINE 3 is a fine combination of both, with solid algorithms alongside &#8220;this doesn&#8217;t <em>always </em>work but looks great when it does&#8221; concepts. Some of the material (including a fair bit of the CryENGINE 3 article) can be gleaned from presentations online from GDC and <a href="http://advances.realtimerendering.com/s2011/index.html">SIGGRAPH</a>, but here it&#8217;s all polished and put in one place. Other articles are entirely fresh and new. Priced reasonably for a full-color book, it&#8217;s a volume that most graphics developers will find of interest.</p>
<p><a href="http://www.amazon.com/gp/product/1439887829?tag=realtimerenderin"><img class="alignnone" title="GPU Pro^3" src="http://ecx.images-amazon.com/images/I/51ZzQrZN1jL._SL500_AA300_.jpg" alt="" width="300" height="300" /></a></p>
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