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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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