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I am looking for some books, articles or tutorials about graphics architecture and graphics pipeline optimizations. It shouldn't be too old (2008 or newer) - the newer, the better.

I have found something in [Optimising the Graphics Pipeline, NVIDIA, Koji Ashida] - too old, [Real-time rendering, Akenine Moller], [OpenGL Bindless Extensions, NVIDIA, Jeff Bolz], [Efficient multifragment effects on graphics processing units, Louis Frederic Bavoil] and some internet discussions. But there is not too much information and I want to read more.

It should contain something about application, driver, memory and shader units communication and data transfers. About vertices and attributes. Also pre and post T&L cache (if they still exist in nowadays architectures) etc. I don't need anything about textures, frame buffers and rasterization.

It can also be about OpenGL (not about DirecX) and optimizing extensions (not old extensions like VBOs, but newer like vertex_buffer_unified_memory).

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These are all free.

GPU Gems 1
GPU Gems 2
GPU Gems 3

The Graphics Programming Black Book
ShaderX

EDIT: I misread your question. I feel the most useful one here will be the Black Book, though you might find some use in the others.

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  • \$\begingroup\$ Thanks. I have all GPU Gems, but i haven't read them yet. I will try them. Only problem is, that all of these books are old :( \$\endgroup\$
    – zacharmarz
    Mar 18 '11 at 18:17

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