To save others the disappointment of expecting a 2019 update, this is a cleaned-up copy of the classic text.
Graphics Programming Black Book by Michael Abrash (2001)
11–20 of 85 posts
Re: Graphics Programming Black Book by Michael Abrash (2001)
#12Questions for experts: are part of this "timeless" and still relevant today, or is it mostly historical ? (Chapter titles like "Pushing the 286 and 386" are a bit scary :D)
Re: Graphics Programming Black Book by Michael Abrash (2001)
#13Questions for experts: are part of this "timeless" and still relevant today, or is it mostly historical ? (Chapter titles like "Pushing the 286 and 386" are a bit scary :D)
The most important part for me was chapter 1: "the best optimizer is between your ears". Before you go unrolling loops and doing bit shifts to shave time at the micro scale, see if there's a different way to do what you want at the macro scale. Different algorithm, data structure, etc.
(A good sum up https://blog.codinghorror.com/there-aint-no-such-thing-as-th... )
There are multiple ways of optimizing a code with different caveats and advantages
Re: Graphics Programming Black Book by Michael Abrash (2001)
#14Questions for experts: are part of this "timeless" and still relevant today, or is it mostly historical ? (Chapter titles like "Pushing the 286 and 386" are a bit scary :D)
I also think that there is always some value in understanding the past in order to make sense of what is relevant to you in the now and what will be in the future, so I don't fully agree that there is a historical-relevant dichotomy. If you have the time to spare you can dig into the details of e.g. WWI and come out of it with a better understanding of the current state of affairs.
Re: Graphics Programming Black Book by Michael Abrash (2001)
#15Re: Graphics Programming Black Book by Michael Abrash (2001)
#16To save others the disappointment of expecting a 2019 update, this is a cleaned-up copy of the classic text.
I don't think I'll ever be disappointed to see this work linked. :) In some ways I feel like modern graphics programming has little to do with traditional optimisation. Rather than coding tight inner loops and wizardly algorithms, it's all about managing cache lines and pipelining data flows into your massively parallel desktop supercomputer. Which is awesome, but compared to the older stuff it's like a high speed ra…
Re: Graphics Programming Black Book by Michael Abrash (2001)
#17Re: Graphics Programming Black Book by Michael Abrash (2001)
#18Not sure if I want to laugh or cry at how 100% relevant this still is 20 years later...
Re: Graphics Programming Black Book by Michael Abrash (2001)
#19Earlier quoted context omitted.
The most important part for me was chapter 1: "the best optimizer is between your ears". Before you go unrolling loops and doing bit shifts to shave time at the micro scale, see if there's a different way to do what you want at the macro scale. Different algorithm, data structure, etc.
I'd add one small thing (from the book): There Ain't No Such Thing as The Fastest Code (A good sum up https://blog.codinghorror.com/there-aint-no-such-thing-as-th... ) There are multiple ways of optimizing a code with different caveats and advantages
Edit: In the black book the 'ain't no such thing as the fastest code' seemed to be a bit of 'folksy' wisdom, illustrated by various anecdotes about fast code being upstaged by yet faster code.
However it rubs me a little the wrong way, considering that it's not actually a true statement as demonstrated in my link above.
Re: Graphics Programming Black Book by Michael Abrash (2001)
#20"Is performance still an issue in this era of cheap 486 computers and super-fast Pentium computers? You bet. How many programs that you use really run so fast that you wouldn't be happier if they ran faster? We're so used to slow software that when a compile-and-link sequence that took two minutes on a PC takes just ten seconds on a 486 computer, we're ecstatic—when in truth we should be settling for nothing less tha…