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GPU Pro 2

24 Articles, Edited by Wolfgang Engel.

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Geometry Manipulation

Terrain and Ocean Rendering with Hardware Tesselation

Xavier Bonaventura
GPU Pro 2

Practical and Realistic Facial Wrinkles Animation

Jorge Jimenez, Jose I. Echevarria, Christopher Oat and Diego Gutierrez
GPU Pro 2

Procedural Content Generation on GPU

Aleksander Netzel and Pawel Rohleder
GPU Pro 2




Rendering Techniques

Pre-Integrated Skin Shading

Eric Penner and George Borshukov
GPU Pro 2

Implementing Fur in Deferred Shading

Donald Revie
GPU Pro 2

Large-Scale Terrain Rendering for Outdoor Games

Ferenc Pint�r
GPU Pro 2

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




Global Illumination

Temporal Screen-Space Ambient Occlusion

Oliver Mattausch, Daniel Scherzer and Michael Wimmer
GPU Pro 2

Level-of-Detail and Streaming Optimized Irradiance Normal Mapping

Ralf Habel, Anders Nilsson and Michael Wimmer
GPU Pro 2

Real-Time One-bounce Indirect Illumination and Indirect Shadows using Ray-Tracing

Holger Gruen
GPU Pro 2

Real-Time Approximation of Light Transport in Translucent Homogenous Media

Colin Barr�-Brisebois and Marc Bouchard
GPU Pro 2

Real-time diffuse Global Illumination with Temporally Coherent Light Propagation Volumes

Anton Kaplanyan, Wolfgang Engel and Carsten Dachsbacher
GPU Pro 2




Shadows

Variance Shadow Maps Light-Bleeding Reduction Tricks

Wojciech Sterna
GPU Pro 2

Fast Soft Shadows via Adaptive Shadow Maps

Pavlo Turchyn
GPU Pro 2

Adaptive Volumetric Shadow Maps

Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn, Matt Pharr
GPU Pro 2

Fast Soft Shadows with Temporal Coherence

Daniel Scherzer, Michael Schw� rzler and Oliver Mattausch
GPU Pro 2

MipMapped Screen Space Soft Shadows

Alberto Aguado and Eugenia Montiel
GPU Pro 2




Handheld Devices

A Shader-Based E-Book Renderer

Andrea Bizzotto
GPU Pro 2

Post-Processing Effects on Mobile Devices

Marco Weber and Peter Quayle
GPU Pro 2

Shader Based Water Effects

Joe Davis and Ken Catterall
GPU Pro 2




3D Engine Design

Practical, Dynamic Visibility for Games

Stephen Hill and Daniel Collin
GPU Pro 2

Shader Amortization using Pixel Quad Message Passing

Eric Penner
GPU Pro 2

A Rendering Pipeline for Real-time Crowds

Benjam�n Hern�ndez and Isaac Rudomin
GPU Pro 2




GPGPU

2D Distance Field Generation with the GPU

Philip Rideout
GPU Pro 2

Order-Independent Transparency Using Per-Pixel Linked Lists in DirectX 11

Nicolas Thibieroz
GPU Pro 2

Simple and Fast Fluid Flow Simulation on the GPU

Martin Guay, Fabrice Colin and Richard Egli
GPU Pro 2

A Fast Poisson Solver for OpenCL using Multigrid Methods

Sebastien Noury, Samuel Boivin and Olivier Le Ma�tre
GPU Pro 2

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"AI techniques from commercial games"
AI Game
Programming
Wisdom 3



"Cutting-edge graphics techniques"
GPU Pro 3

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