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GPU Pro

24 Articles, Edited by Wolfgang Engel.

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Mathematics

GPU Color Quantization

Chi Sing Leung, Tze-Vui Ho, and Vi Xiao
GPU Pro

Visualize Your Shadow Map Techniques

Fan Zhang, Chong Zhao, and Adrian Egli
GPU Pro




Geometry Manipulation

As Simple as Possible Tessellation for Interactive Applications

Tamy Boubekeur
GPU Pro

Rule-Based Geometry Synthesis in Real-Time

Milan Magdics and Gergely Klar
GPU Pro

GPU-Based NURBS Geometry Evaluation and Rendering

Graham Hemingway
GPU Pro

Polygonal-Functional Hybrids for Computer Animation and Games

D. Kravtsov, O. Fryazinov, V. Adzhiev, A. Pasko, and P. Comninos
GPU Pro




Rendering Techniques

Quadtree Displacement Mapping with Height Blending

Michal Drobot
GPU Pro

NPR Effects Using the Geometry Shader

Pedro Hermosilla and Pere-Pau Vazquez
GPU Pro

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




Global Illumination

Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination

Chris Wyman, Greg Nichols, and Jeremy Shopf
GPU Pro

Screen-Space Directional Occlusion

Thorsten Grosch and Tobias Ritschel
GPU Pro

Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors

Peter Dancsik and Laszlo Szecsi
GPU Pro




Image Space

Anisotropic Kuwahara Filtering on the GPU

Jan Eric Kyprianidis, Henry Kang, and Jiirgen Dollner
GPU Pro

Edge Anti-Aliasing

Post-Processing, Hugh Malan
GPU Pro

Environment Mapping with Floyd-Steinberg Halftoning

Laszlo Szirmay-Kalos, Laszlo Szecsi, and Anton Penzov
GPU Pro

Hierarchical Item Buffers for Granular Occlusion Culling,

Thomas Engelhardt and Carsten Dachsbacher
GPU Pro

Realistic Depth of Field in Postproduction

David Illes and Peter Horvath
GPU Pro

Real-Time Screen Space Cloud Lighting

Kaori Kubota
GPU Pro

Screen-Space Subsurface Scattering

Jorge Jimenez and Diego Gutierrez
GPU Pro




Handheld Devices

Migration to OpenGL ES 2.0

Ken Catterall
GPU Pro

Touchscreen-Based User Interaction

Andrea Bizzotto
GPU Pro

iPhone 3GS Graphics Development and Optimization Strategies

Andrew Senior
GPU Pro

Optimizing a 3D UI Engine for Mobile Devices

Hyunwoo Ki
GPU Pro




Shadows

Fast Conventional Shadow Filtering

Holger Gruen
GPU Pro

Hybrid Min/Max Plane-Based Shadow Maps

Holger Gruen
GPU Pro

Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping

Hung-Chien Liao
GPU Pro

Screen Space Soft Shadows

Jesus Gumbau, Miguel Chover, and Mateu Sbert
GPU Pro




3D Engine Design

Multi-Fragment Effects on the GPU Using Bucket Sort

Meng-Cheng Huang, Fang Liu, Xue-Hui Liu, and En-Hua Wu
GPU Pro

Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine

Steven Tovey and Stephen McAuley
GPU Pro

Porting Code between Direct3D9 and OpenGL 2.0

Wojciech Sterna
GPU Pro

Practical Thread Rendering for DirectX 9

David Pangerl
GPU Pro




Game Postmortems

Stylized Rendering in Spore

Shalin Shodhan and Andrew Willmott
GPU Pro

Rendering Techniques in Call of Juarez: Bound in Blood

Pawel Rohleder and Maciej Jamrozik
GPU Pro

Making it Large, Beautiful, Fast, and Consistent: Lessons Learned Developing Just Cause 2

Emil Persson
GPU Pro

Destructible Volumetric Terrain

Marek Rosa
GPU Pro




Beyond Pixels and Triangles

Parallelized Implementation of Universal Visual Computer

Tze-Yui Ho, Ping-Man Lam, and Chi-Sing Leung
GPU Pro

Accelerating Virtual Texturing Using CUDA

Charles-Frederik Hollemeersch, Bart Pieters, Peter Lambert, and Rik Van de Walle
GPU Pro

Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels

Cyril Crassin, Fabrice Neyret, Miguel Sainz, and Elmar Eisemann
GPU Pro

Spatial Binning on the GPU

Christopher Oat, Joshua Barczak, and Jeremy Shopf
GPU Pro

Real-Time Interaction between Particles and the Dynamic Mesh on the GPU

Vlad Alexandrov
GPU Pro

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GPU Pro 3

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