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Game Programming Gems
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GPU Gems
2004

GPU Gems 2
2005

GPU Gems 3
2007

ShaderX
2002

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2003

ShaderX3
2004

ShaderX4
2006

ShaderX5
2006

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2008

ShaderX7
2009

GPU Pro
2010

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2011

GPU Pro 3
2012

Massively Multiplayer Game Development
Massively Multiplayer Game Development 2
Secrets of the Game Business
Introduction to Game Development
GDC Proceedings
Game Developer Magazine
Gamasutra


Graphics Programming: Texturing


Practical Elliptical Texture Filtering

Pavlos Mavridis and Georgios Papaioannou
GPU Pro 3

An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering

Christian Schüler
GPU Pro 3

Inexpensive Anti-Aliasing of Simple Objects

Mikkel Gjol and Mark Gjol
GPU Pro 3

Practical Morphological Anti-Aliasing

Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro and Diego Gutierrez
GPU Pro 2

Volume Decals

Emil Persson
GPU Pro 2

Alpha Blending as a Post-Process

Benjamin Hathaway
GPU Pro"

Virtual Texture Mapping

Matthaus G. Chajdas, Christian Eisenacher, Marc Stamminger, and Sylvain Lefebvre
GPU Pro"

Relaxed Cone Stepping for Relief Mapping

Fabio Policarpo (Perpetual Entertainment), Manuel M. Oliveira (Instituto de Informática-UFRGS)
GPU Gems 3

Deferred Shading in Tabula Rasa

Rusty Koonce (NCsoft Corporation)
GPU Gems 3

GPU-Based Importance Sampling

Mark Colbert (University of Central Florida), Jaroslav Krˇivánek (Czech Technical University in Prague)
GPU Gems 3

Real-time Cellular Texturing

Andrew Griffiths
ShaderX5

AntiTextures

Wessam Bahnassi
ShaderX4

Dot-Product for Efficient Detail Texture Mapping

Renaldas Zioma
ShaderX4

Texture Compression with Coefficient Domain Shaders

Chi-Sing Leung, Ping-Man Lam and Tien-Tsin Wong
ShaderX4

Approximate Bidirectional Texture Functions

Jan Kautz (Massachusetts Institute of Technology)
GPU Gems 2

Tile-Based Texture Mapping

Li-Yi Wei (NVIDIA Corporation)
GPU Gems 2

Octree Textures on the GPU

Sylvain Lefebvre, Samuel Hornus, and Fabrice Neyret (GRAVIR/IMAG - INRIA)
GPU Gems 2

Texture Bombing

R. Steven Glanville (NVIDIA)
GPU Gems

Techniques to Apply Team Colors to 3D Models

Greg Seegert (Stainless Steel Studios)
Game Programming Gems 4

Texture-Based 3D Character Customization

Todd Hayes (NCsoft Corporation)
Massively Multiplayer Game Development

Filling Texture Holes Using the Euclidean Distance Map

Ignacio Castańo (University of Seville)
Graphics Programming Methods

Antialiasing for Bump Maps and a Fast Normalization Trick

Tony Barrera (Barrera Kristiansen AB), Anders Hast (Creative Media Lab, University of Gävle), and Ewert Bengtsson (Center for Image Analysis, Uppsala University)
Graphics Programming Methods

Normal Map Compression

ATI Research
ATI Technology Papers & Presentations

Displacement Mapping

Tom Forsyth
ShaderX2

Galaxy Textures

Jesse Laeuchli
ShaderX2

Turbulent Sun

Jesse Laeuchli
ShaderX2

Specular Bump mapping on pre-ps_1_4 Hardware

Matthew Halpin
ShaderX2

Advanced Sky Dome Rendering

Marco Spoerl and Kurt Pelzer
ShaderX2

Procedural Texturing

Mike Milliger (2015, Inc.)
Game Programming Gems 3
Abstract: The goal of this article is to introduce basic concepts for using procedures to manipulate and synthesize images for games and to give simple guidelines for implementation.

Unique Textures

Tom Forsyth (Mucky Foot)
Game Programming Gems 3
Abstract: This article explores how to use a relatively small number of artist-generated source textures and combine them at runtime using a variety of blends, fractal methods, and random numbers to create the textures required for the scene.

Blending Textures For Terrain

Alex Vlachos
ShaderX

UV Flipping Technique to Avoid Repetition

Alex Vlachos
ShaderX

Texture Perturbation Effects

John Isidoro and Guennadi Riguer
ShaderX

3D Textures and Pixel Shaders

Evan Hart
ShaderX

Truly Volumetric Effects

Martin Kraus
ShaderX

Operations for Hardware-Accelerated Procedural Texture Animation

Greg James (NVIDIA Corporation)
Game Programming Gems 2
Abstract: This article covers a few fundamental operations for generating procedural animations, and puts these to use in specific examples that simulate fire, smoke, water, or perform image processing. With today's consumer hardware, we can even run complex cellular automata programs entirely within the rendering of a 3D accelerator and put the resulting animations to use in various effects.

Advanced Texturing Using Texture Coordinate Generation

Ryan Woodland (Nintendo Technology Development)
Game Programming Gems

Hardware Bump Mapping

Sim Dietrich (NVIDIA Corporation)
Game Programming Gems

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