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GPU Gems

42 Articles, Edited by Randima Fernando.

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Natural Effects

Effective Water Simulation from Physical Models

Mark Finch (Cyan Worlds)
GPU Gems

Rendering Water Caustics

Juan Guardado (NVIDIA) and Daniel Sánchez-Crespo (Universitat Pompeu Fabra / Novarama Technology)
GPU Gems

Skin in the "Dawn" Demo

Curtis Beeson and Kevin Bjorke (NVIDIA)
GPU Gems

Animation in the "Dawn" Demo

Curtis Beeson (NVIDIA)
GPU Gems

Implementing Improved Perlin Noise

Ken Perlin (New York University)
GPU Gems

Fire in the "Vulcan" Demo

Hubert Nguyen (NVIDIA)
GPU Gems

Rendering Countless Blades of Waving Grass

Kurt Pelzer (Piranha Bytes)
GPU Gems

Simulating Diffraction

Jos Stam (Alias Systems)
GPU Gems




Lighting and Shadows

Efficient Shadow Volume Rendering

Morgan McGuire (Brown University)
GPU Gems

Cinematic Lighting

Fabio Pellacini and Kiril Vidimce (Pixar Animation Studios)
GPU Gems

Shadow Map Antialiasing

Michael Bunnell (NVIDIA) and Fabio Pellacini (Pixar Animation Studios)
GPU Gems

Omnidirectional Shadow Mapping

Philipp Gerasimov (iXBT.com)
GPU Gems

Generating Soft Shadows Using Occlusion Interval Maps

William Donnelly (University of Waterloo) and Joe Demers (NVIDIA)
GPU Gems

Perspective Shadow Maps: Care and Feeding

Simon Kozlov (Softlab-NSK)
GPU Gems

Managing Visibility for Per-Pixel Lighting

John O’Rorke (Monolith Productions)
GPU Gems




Materials

Real-Time Approximations to Subsurface Scattering

Simon Green (NVIDIA)
GPU Gems

Ambient Occlusion

Matt Pharr and Simon Green (NVIDIA)
GPU Gems

Spatial BRDFs

David McAllister (NVIDIA)
GPU Gems

Finite-Radius Sphere Environment Mapping

Kevin Bjorke (NVIDIA)
GPU Gems

Texture Bombing

R. Steven Glanville (NVIDIA)
GPU Gems




Image Processing

Real-Time Glow

Greg James (NVIDIA) and John O’Rorke (Monolith Productions)
GPU Gems

Color Controls

Kevin Bjorke (NVIDIA)
GPU Gems

Depth of Field: A Survey of Techniques

Joe Demers (NVIDIA)
GPU Gems

High-Quality Filtering

Kevin Bjorke (NVIDIA)
GPU Gems

Fast Filter Width Estimates with Texture Maps

Matt Pharr (NVIDIA)
GPU Gems

The OpenEXR File Format

Florian Kainz, Rod Bogart, and Drew Hess (Industrial Light & Magic)
GPU Gems

A Framework for Image Processing

Frank Jargstorff (NVIDIA)
GPU Gems




Performance and Practicalities

Graphics Pipeline Performance

Cem Cebenoyan (NVIDIA)
GPU Gems

Efficient Occlusion Culling

Dean Sekulic (Croteam)
GPU Gems

The Design of FX Composer

Christopher Maughan (NVIDIA)
GPU Gems

Using FX Composer

Christopher Maughan (NVIDIA)
GPU Gems

An Introduction to Shader Interfaces

Matt Pharr (NVIDIA)
GPU Gems

Converting Production RenderMan Shaders to Real-Time

Steve Marshall (Sony Pictures Imageworks)
GPU Gems

Integrating Hardware Shading into Cinema 4D

Jörn Loviscach (Hochschule Bremen)
GPU Gems

Leveraging High-Quality Software Rendering Effects in Real-Time Applications

Alexandre Jean Claude and Marc Stevens (Softimage)
GPU Gems

Integrating Shaders into Applications

John O’Rorke (Monolith Productions)
GPU Gems




Beyond Triangles

A Toolkit for Computation on GPUs

Ian Buck and Tim Purcell (Stanford University)
GPU Gems

Fast Fluid Dynamics Simulation on the GPU

Mark Harris (University of North Carolina at Chapel Hill)
GPU Gems

Volume Rendering Techniques

Milan Ikits (University of Utah), Joe Kniss (University of Utah), Aaron Lefohn (University of California, Davis), and Charles Hansen (University of Utah)
GPU Gems

Applying Real-Time Shading to 3D Ultrasound Visualization

Thilaka Sumanaweera (Siemens Medical Solutions USA, Inc.)
GPU Gems

Real-Time Stereograms

Fabio Policarpo (Paralelo Computação Ltda.)
GPU Gems

Deformers

Eugene d’Eon (University of Waterloo)
GPU Gems

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