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GPU Gems
2004

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2005

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2007

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2002

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2003

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2004

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2006

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2006

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2008

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2009

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2010

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2011

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2012

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Graphics: Surfaces


Vertex Shader Tesselation

Holger Gruen
GPU Pro 3, 2012.

Real-time Deformable Terrain Rendering

Egor Yusov
GPU Pro 3, 2012.

Optimized Stadium Crowd Rendering

Alan Chambers
GPU Pro 3, 2012.

Geometric Anti-Aliasing Methods

Emil Persson
GPU Pro 3, 2012.

Practical Binary Surface and Solid Voxelization with Direct3D 11

Michael Schwarz
GPU Pro 3, 2012.

As Simple as Possible Tessellation for Interactive Applications

Tamy Boubekeur
GPU Pro, 2010.

Rule-Based Geometry Synthesis in Real-Time

Milan Magdics and Gergely Klar
GPU Pro, 2010.

GPU-Based NURBS Geometry Evaluation and Rendering

Graham Hemingway
GPU Pro, 2010.

Polygonal-Functional Hybrids for Computer Animation and Games

D. Kravtsov, O. Fryazinov, V. Adzhiev, A. Pasko, and P. Comninos
GPU Pro, 2010.

Scalar to Polygonal Extracting Isosurfaces Using Geometry Shaders

Natalya Tatarchuk, Jeremy Shopf, and Chris DeCoro
ShaderX7, 2009.

Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details

Carlos A. Dietrich, Luciana P. Nedel and Jo�o L. D. Comba
ShaderX7, 2009.

Dynamic Terrain Rendering on GPU Using Real-Time Tessellation

Natalya Tatarchuk
ShaderX7, 2009.

Adaptive Re-Meshing for Displacement Mapping

Rafael P. Torchelsen, Carlos A. Dietrich, Lu�s Fernando, M. S. Silva, Rui Bastos, and Jo�o L. D. Comba
ShaderX7, 2009.

Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details

Carlos A. Dietrich, Luciana P. Nedel and Jo�o L. D. Comba
ShaderX7, 2009.

Fast Evaluation of Subdivision Surfaces on Direct3D 10 Graphics Hardware

Gy�rgy Antal and L�szl?Szirmay-Kalos
ShaderX6, 2008.

Improved Appearance Variety for Geometry Instancing

Jonathan Ma�m and Daniel Thalmann
ShaderX6, 2008.

Implementing Real-Time Mesh Simplification Using Programmable Geometry Pipeline on GPU

Christopher DeCoro and Natalya Tatarchuk
ShaderX6, 2008.

Generic Adaptive Mesh Refinement

Tamy Boubekeur, Christophe Schlick (University of Bordeaux)
GPU Gems 3, 2007.

Point-Based Visualization of Metaballs on a GPU

Kees van Kooten, Gino van den Bergen (Playlogic Game Factory), Alex Telea (Eindhoven University of Technology)
GPU Gems 3, 2007.

Smoothed N-Patches

Holger Gruen
ShaderX5, 2006.

Micro-beveled Edges

Homam Bahnassi and Wessam Bahnassi
ShaderX5, 2006.

Dynamic Wrinkle Patterns and Hatching on Animated Meshes

J�rn Loviscach
ShaderX5, 2006.

Cloth without Cloth

Homam Bahnassi and Wessam Bahnassi
ShaderX5, 2006.

Rendering Surface Details in Games with Relief Mapping Using a Minimally Invasive Approach

F�bio Policarpo and Manuel M. Oliveira
ShaderX4, 2006.

Bump My Shiny Metal

Andrew Aksyonoff
ShaderX4, 2006.

Real-Time Rendering and Simulation of the Airbrush Medium for Metallic Appearance

Joachim Diepstraten and Tibor Sch�tz
ShaderX4, 2006.

Dynamic Glossy Environment Reflections Using Summed-Area Tables

Justin Hensley and Thorsten Scheuermann
ShaderX4, 2006.

Dot-Product for Efficient Detail Texture Mapping

Renaldas Zioma
ShaderX4, 2006.

Real-Time Environment Mapping with Equal Solid-Angle Spherical Quad-Map

Tien-Tsin Wong, Liang Wan, Chi-Sing Leung, and Ping-Man Lam
ShaderX4, 2006.

Indicator Materials

Kurt Pelzer
ShaderX4, 2006.

Rendering Road Signs Sharply

J�rn Loviscach and Hochschule Bremen (University of Applied Sciences)
Game Programming Gems 6, 2006.

Dynamic Image-Space Per-Pixel Displacement Mapping with Silhouette Antialiasing via Parallax Occlusion Mapping

Natalya Tatarchuk (ATI Research)
ATI Technology Papers & Presentations (GDC 2005).

An Easy-to-Code Smoothing Algorithm for 3D Reconstructed Surfaces

Oscar Garcia-Panyella (La Salle School of Engineering)
Graphics Programming Methods, 2003.

Higher-Order Surfaces Using Curved Point-Normal (PN) Triangles

Mark Theyer (TheyerGFX Pty Ltd)
Graphics Programming Methods, 2003.

Subdivision Surfaces for Character Animation

William Leeson (Trinity College, Dublin)
Game Programming Gems 3, 2002.
Abstract: This article introduces subdivision surfaces as a means of improving the appearance of game characters. First, we will present the different schemes available, focusing on two implementations of subdivision surfaces. Then, we will explore a number of optimization methods based on culling and preprocessing.

Curvature Simulation Using Normal Maps

Oscar Blasco (Aside Software)
Game Programming Gems 3, 2002.
Abstract: This article explains how to perturb the normals on a surface to simulate the curvature of a denser model by using bump mapping. We will enhance the visual quality without losing speed or having to abandon more traditional ways of adding detail.

Applying Decals to Arbitrary Surfaces

Eric Lengyel (C4 Engine)
Game Programming Gems 2, 2001.
Abstract: This article presents a general method for applying a decal to an arbitrarily shaped surface and concurrently clipping the decal to the surface's boundary.

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