# QianMo/GPU-Gems-Book-Source-Code

:cd: CD Content ( Source Code )  Collection  of Book <GPU Gems > 1~ 3 | 《GPU精粹》 1~ 3 随书CD（源代码）珍藏

Repository: https://github.com/QianMo/GPU-Gems-Book-Source-Code
Canonical: https://ross.abutalabs.com/products/gpu-gems-book-source-code
Language: C++
License Family: other
Topics: gpu-gems, book-source-code, gpu-programming, graphics, gpu, rendering, shader, hlsl, glsl
Last push: 2018-04-26T01:57:50+00:00

## Health v2 (maintenance only)
Score: 32/100 (v2, computed 2026-09-03T02:20:16.233290+00:00)
- activity 0, release rhythm 35, longevity 100
- inputs: {"age_days": 3056, "days_push": 3052, "days_rel": null, "gap_med": null, "n_releases_24m": 0}
- flags: no_releases, no_license
- formula: round(0.45*activity + 0.35*rhythm + 0.20*longevity); archived -> min(score, 10)

## Adoption (not part of the score)
Stars 1128, forks 457 (observed 2026-08-28T04:03:41.921702+00:00)

## What it is
A preserved archive of the companion CD source code for NVIDIA's GPU Gems books 1 through 3, containing C++ and HLSL/GLSL sample implementations of classic real-time rendering techniques. Chapters cover water simulation, shadow volumes, grass rendering, GPU fluid dynamics, geometry clipmaps, and image processing frameworks.

## Use cases
- download GPU Gems book companion source code
- learn classic real-time rendering techniques
- study water simulation and caustics shader examples
- learn HLSL and GLSL shader programming through working demos
- find reference implementations of shadow volume and shadow mapping algorithms
- study GPU-based fluid dynamics example code
- see terrain rendering with geometry clipmaps in practice

## When to choose
- You are studying the GPU Gems 1-3 books and want the exact sample code for each chapter
- You want reference implementations of classic rendering effects like water, soft shadows, depth of field, or waving grass
- You are researching the history of GPU programming or porting early-2000s shader techniques to modern APIs

## When to avoid
- You need a maintained, licensed component for a production project - this collection has no license attached and consists of per-chapter demo snippets
- You work with modern GPU APIs like Vulkan, DirectX 12, or CUDA - the code targets era DirectX 9 and early OpenGL
- You expect a buildable unified framework rather than loosely organized chapter demos with dated tool dependencies

## Facets
- artifact type: learning-resource
- maturity: stable
- function: graphics, simulation, image-processing, gpu-computing
- domain: graphics, gpu-computing, tutorials
- platform: windows, cpp
- tags: gpu-gems, shaders, hlsl, glsl, rendering, nvidia, book-source-code, real-time-rendering, directx, opengl, computer-graphics, game-development, gpu, desktop

## Member repositories
- QianMo/GPU-Gems-Book-Source-Code (main) score 32

## Provenance
- Observed fields: from GitHub, fetched 2026-08-28T04:03:41.921702+00:00.
- Health v2: computed from the inputs above; adoption is never an input.
- Inferred fields (summary, facets, guidance): AI-extracted, prompt v1, taxonomy v1, on 2026-08-30T06:38:31.281237+00:00, confidence not recorded.
  - readme: https://github.com/QianMo/GPU-Gems-Book-Source-Code (fetched 2026-08-28T04:03:41.921702+00:00, sha 2f32025ca4cb)
- Data as of 2026-08-30T08:39:29.467469+00:00.
