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GPU Pro
24 Articles, Edited by Wolfgang Engel.
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Mathematics
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Chi Sing Leung, Tze-Vui Ho, and Vi Xiao GPU Pro |
Visualize Your Shadow Map Techniques |
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Fan Zhang, Chong Zhao, and Adrian Egli GPU Pro |
Geometry Manipulation
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As Simple as Possible Tessellation for Interactive Applications |
Rule-Based Geometry Synthesis in Real-Time |
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Milan Magdics and Gergely Klar GPU Pro |
GPU-Based NURBS Geometry Evaluation and Rendering |
Polygonal-Functional Hybrids for Computer Animation and Games |
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D. Kravtsov, O. Fryazinov, V. Adzhiev, A. Pasko, and P. Comninos GPU Pro |
Rendering Techniques
Quadtree Displacement Mapping with Height Blending |
NPR Effects Using the Geometry Shader |
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Pedro Hermosilla and Pere-Pau Vazquez GPU Pro |
Alpha Blending as a Post-Process |
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Matthaus G. Chajdas, Christian Eisenacher, Marc Stamminger, and Sylvain Lefebvre GPU Pro |
Global Illumination
Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination |
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Chris Wyman, Greg Nichols, and Jeremy Shopf GPU Pro |
Screen-Space Directional Occlusion |
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Thorsten Grosch and Tobias Ritschel GPU Pro |
Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors |
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Peter Dancsik and Laszlo Szecsi GPU Pro |
Image Space
Anisotropic Kuwahara Filtering on the GPU |
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Jan Eric Kyprianidis, Henry Kang, and Jiirgen Dollner GPU Pro |
Environment Mapping with Floyd-Steinberg Halftoning |
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Laszlo Szirmay-Kalos, Laszlo Szecsi, and Anton Penzov GPU Pro |
Hierarchical Item Buffers for Granular Occlusion Culling, |
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Thomas Engelhardt and Carsten Dachsbacher GPU Pro |
Realistic Depth of Field in Postproduction |
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David Illes and Peter Horvath GPU Pro |
Real-Time Screen Space Cloud Lighting |
Screen-Space Subsurface Scattering |
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Jorge Jimenez and Diego Gutierrez GPU Pro |
Handheld Devices
Migration to OpenGL ES 2.0 |
Touchscreen-Based User Interaction |
iPhone 3GS Graphics Development and Optimization Strategies |
Optimizing a 3D UI Engine for Mobile Devices |
Shadows
Fast Conventional Shadow Filtering |
Hybrid Min/Max Plane-Based Shadow Maps |
Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping |
Screen Space Soft Shadows |
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Jesus Gumbau, Miguel Chover, and Mateu Sbert GPU Pro |
3D Engine Design
Multi-Fragment Effects on the GPU Using Bucket Sort |
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Meng-Cheng Huang, Fang Liu, Xue-Hui Liu, and En-Hua Wu GPU Pro |
Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine |
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Steven Tovey and Stephen McAuley GPU Pro |
Porting Code between Direct3D9 and OpenGL 2.0 |
Practical Thread Rendering for DirectX 9 |
Game Postmortems
Stylized Rendering in Spore |
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Shalin Shodhan and Andrew Willmott GPU Pro |
Rendering Techniques in Call of Juarez: Bound in Blood |
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Pawel Rohleder and Maciej Jamrozik GPU Pro |
Making it Large, Beautiful, Fast, and Consistent: Lessons Learned Developing Just Cause 2 |
Destructible Volumetric Terrain |
Beyond Pixels and Triangles
Parallelized Implementation of Universal Visual Computer |
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Tze-Yui Ho, Ping-Man Lam, and Chi-Sing Leung GPU Pro |
Accelerating Virtual Texturing Using CUDA |
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Charles-Frederik Hollemeersch, Bart Pieters, Peter Lambert, and Rik Van de Walle GPU Pro |
Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels |
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Cyril Crassin, Fabrice Neyret, Miguel Sainz, and Elmar Eisemann GPU Pro |
Spatial Binning on the GPU |
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Christopher Oat, Joshua Barczak, and Jeremy Shopf GPU Pro |
Real-Time Interaction between Particles and the Dynamic Mesh on the GPU |
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