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GPU Pro 3
21 Articles, Edited by Wolfgang Engel.
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Geometry Manipulation
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Vertex Shader Tesselation |
Real-time Deformable Terrain Rendering |
Optimized Stadium Crowd Rendering |
Geometric Anti-Aliasing Methods |
Rendering
Practical Elliptical Texture Filtering |
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Pavlos Mavridis and Georgios Papaioannou GPU Pro 3 |
An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering |
Volumetric Real-Time Water and Foam Rendering |
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Daniel Scherzer, Florian Bagar and Oliver Mattausch GPU Pro 3 |
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Tiago Sousa, Nick Kasyan, and Nicolas Schulz GPU Pro 3 |
Inexpensive Anti-Aliasing of Simple Objects |
Global Illumination Effects
Ray-traced Approximate Reflections Using a Grid of Oriented Splats |
Screen-space Bent Cones: A Practical Approach |
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Oliver Klehm, Tobias Ritschel, Elmar Eisemann, Hans-Peter Seidel GPU Pro 3 |
Real-time Near-Field Global Illumination based on a Voxel Model |
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Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, Stefan Mueller GPU Pro 3 |
Shadows
Efficient Online Visibility for Shadow Maps |
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Oliver Mattausch, Jiri Bittner, Ari Silvnennoinen, Daniel Scherzer and Michael Wimmer GPU Pro 3 |
Depth Rejected Gobo Shadows |
3D Engine Design
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Pascal Gautron, Jean-Eudes Marvie and Ga�l Sourimant GPU Pro 3 |
Quaternion-based Rendering Pipeline |
Implementing a Directionally Adaptive Edge AA Filter using DirectX 11 |
Designing a Data-Driven Renderer |
GPGPU
Volumetric transparency with Per-Pixel Fragment Lists |
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Laszlo Szecsi, Pal Barta and Balazs Kovacs GPU Pro 3 |
Practical Binary Surface and Solid Voxelization with Direct3D 11 |
Interactive Ray Tracing Using the Compute Shader in DirectX 11 |
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Arturo Garca, Francisco Avila, Sergio Murgua and Leo Reyes GPU Pro 3 |
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