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Pearson Releases New Books at SIGGRAPH 2009

Including new releases on OpenGL, Unreal Technology, and Fred Brook’s forthcoming book The Design of Design

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New Orleans, LA - SIGGRAPH Conference - August 4, 2009 - Pearson announces the release at SIGGRAPH of innovative and authoritative books for both professionals and enthusiasts on a wide range of topics in computer graphics, human-computer interaction, and programming. Published under the imprints of Addison-Wesley Professional and Sams Publishing, the new titles show users the realities of today’s design processes through use of comprehensive and advanced techniques, cutting-edge software, and easy-to use guides for graphic programming. Visit the Addison-Wesley booth #2609 during the show for special offers and promotions or informit.com/SIGGRAPH09.

SIGGRAPH 2009 Pearson book launches include:

  • OpenGL Programming Guide touches on functionality and many basic computer graphics techniques, such as building and rendering 3D models; interactively viewing objects from different perspective points; and using shading, lighting, and texturing effects for greater realism. This title is also updated to include the newest features of OpenGL Versions 3.0 and 3.1 and contains roughly 70% new text and code.
  • OpenGL Shading Language is part reference, part tutorial, and thoroughly explains the shift from fixed-functionality graphics hardware to the new era of programmable graphics hardware. With OpenGL and shaders written in the OpenGL Shading Language, applications can perform better, achieving stunning graphics effects by using the capabilities of both the visual processing unit and the central processing unit.
  • OpenGL Library contains the two above key books on OpenGL, OpenGL Programming Guide and OpenGL Shading Language, plus a bonus schematic poster of the OpenGL Machine for both the 3.0 and 3.1 versions.
  • The Design of Design, written by the renowned author of The Mythical Man-Month, addresses the process of designing, focusing not only on what’s needed for utility and effectiveness, but also for efficiency and elegance. In addition the book discusses new concerns and opportunities, such as those that accompany the distributed design of complex systems, while providing extraordinary insights for designers in every discipline, from software development to engineering and architecture. This title will be available in late 2009.
  • Mastering Unreal Technology, Volume I will bring you into the world of game development and modding with thorough and easy-to-understand explanations, in-depth tutorials, and all the information you need to start creating your own Unreal environments.
  • Mastering Unreal Technology, Volume II shows the true power of UnrealEd’s Material Editor as it covers the creation of advanced materials such as the technical features of the engine, including the creation of your own custom user interfaces, how to work with your own sound effects, and how to produce your own post processing effects, enabling you to create a variety of real time camera based effects such as depth of field, motion blur, color adjustment, and more.

About the Authors

Dave Shreiner (OpenGL Programming Guide, OpenGL Library) is the director of graphics technology at ARM, Inc. and was a longtime member of the core OpenGL team at SGI.

Randi J. Rost (OpenGL Shading Language, OpenGL Library) works at Intel and was a core contributor to the development of the OpenGL Shading Language and the OpenGL API that supports it, as well as one of the first programmers to design and implement shaders using this technology.

Bill Licea-Kane (OpenGL Shading Language, OpenGL Library) is a principal member of the technical staff at AMD and is chair of the ARB OpenGL Shading Language workgroup.

Frederick P. Brooks, Jr. (The Design of Design), a recipient of the prestigious ACM Turing Award, is well known to the SIGGRAPH community for his contributions to virtual environments, and to the broader world for his classic work in software engineering and computer architecture.

Jason Busby (Mastering Unreal Technology, Volume I: Introduction to Level Design with Unreal Engine, Mastering Unreal Technology, Volume II: Advanced Level Design Concepts with Unreal Engine 3, 1/e) is president and chief executive officer of 3D Buzz, Inc. For more than five years, he has taught 3D animation, programming, and game design through his website 3dbuzz.com, which has over 275,000 members.

Additional Publisher Links:
For More Information: www.informit.com/siggraph09
Pearson/InformIT social media page: www.informit.com/socialconnect
Pearson Author podcasts page: www.informit.com/onpodcasts

About Pearson

The global leader in educational and professional publishing, Pearson is home to such respected brands as Addison-Wesley Professional, Cisco Press, Exam Cram, IBM Press, Prentice Hall Professional, Que, and Sams Publishing, which have as their online publishing arm, InformIT (www.informit.com) -The Trusted Technology Learning Source. In addition, Berkeley-based Peachpit (www.peachpit.com), the publishing partner for Adobe Press, Apple Certified, and others, publishes best-selling books for creative design professionals. Pearson is also co-founder, with O’Reilly Media Inc., of Safari Books Online (http://safari.informit.com), the premier on-demand technology content library providing thousands of expert reference materials through a single point of contact, including expert technology, creative and design, industry and management resources in video, audio and written formats. Pearson Education is part of Pearson (NYSE: PSO), the international media company. Pearson’s other primary businesses include the Financial Times Group and the Penguin Group.

Contact:

Pearson Education
Andrea Bledsoe, 317-428-3168
andrea.bledsoe@pearson.com

 

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