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2004

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GPU Gems
42 Articles, Edited by Randima Fernando, 2004.


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Natural Effects

Effective Water Simulation from Physical Models

Mark Finch (Cyan Worlds)
GPU Gems, 2004.

Rendering Water Caustics

Juan Guardado (NVIDIA) and Daniel S�nchez-Crespo (Universitat Pompeu Fabra / Novarama Technology)
GPU Gems, 2004.

Skin in the "Dawn" Demo

Curtis Beeson and Kevin Bjorke (NVIDIA)
GPU Gems, 2004.

Animation in the "Dawn" Demo

Curtis Beeson (NVIDIA)
GPU Gems, 2004.

Implementing Improved Perlin Noise

Ken Perlin (New York University)
GPU Gems, 2004.

Fire in the "Vulcan" Demo

Hubert Nguyen (NVIDIA)
GPU Gems, 2004.

Rendering Countless Blades of Waving Grass

Kurt Pelzer (Piranha Bytes)
GPU Gems, 2004.

Simulating Diffraction

Jos Stam (Alias Systems)
GPU Gems, 2004.




Lighting and Shadows

Efficient Shadow Volume Rendering

Morgan McGuire (Brown University)
GPU Gems, 2004.

Cinematic Lighting

Fabio Pellacini and Kiril Vidimce (Pixar Animation Studios)
GPU Gems, 2004.

Shadow Map Antialiasing

Michael Bunnell (NVIDIA) and Fabio Pellacini (Pixar Animation Studios)
GPU Gems, 2004.

Omnidirectional Shadow Mapping

Philipp Gerasimov (iXBT.com)
GPU Gems, 2004.

Generating Soft Shadows Using Occlusion Interval Maps

William Donnelly (University of Waterloo) and Joe Demers (NVIDIA)
GPU Gems, 2004.

Perspective Shadow Maps: Care and Feeding

Simon Kozlov (Softlab-NSK)
GPU Gems, 2004.

Managing Visibility for Per-Pixel Lighting

John O�Rorke (Monolith Productions)
GPU Gems, 2004.




Materials

Real-Time Approximations to Subsurface Scattering

Simon Green (NVIDIA)
GPU Gems, 2004.

Ambient Occlusion

Matt Pharr and Simon Green (NVIDIA)
GPU Gems, 2004.

Spatial BRDFs

David McAllister (NVIDIA)
GPU Gems, 2004.

Finite-Radius Sphere Environment Mapping

Kevin Bjorke (NVIDIA)
GPU Gems, 2004.

Texture Bombing

R. Steven Glanville (NVIDIA)
GPU Gems, 2004.




Image Processing

Real-Time Glow

Greg James (NVIDIA) and John O�Rorke (Monolith Productions)
GPU Gems, 2004.

Color Controls

Kevin Bjorke (NVIDIA)
GPU Gems, 2004.

Depth of Field: A Survey of Techniques

Joe Demers (NVIDIA)
GPU Gems, 2004.

High-Quality Filtering

Kevin Bjorke (NVIDIA)
GPU Gems, 2004.

Fast Filter Width Estimates with Texture Maps

Matt Pharr (NVIDIA)
GPU Gems, 2004.

The OpenEXR File Format

Florian Kainz, Rod Bogart, and Drew Hess (Industrial Light & Magic)
GPU Gems, 2004.

A Framework for Image Processing

Frank Jargstorff (NVIDIA)
GPU Gems, 2004.




Performance and Practicalities

Graphics Pipeline Performance

Cem Cebenoyan (NVIDIA)
GPU Gems, 2004.

Efficient Occlusion Culling

Dean Sekulic (Croteam)
GPU Gems, 2004.

The Design of FX Composer

Christopher Maughan (NVIDIA)
GPU Gems, 2004.

Using FX Composer

Christopher Maughan (NVIDIA)
GPU Gems, 2004.

An Introduction to Shader Interfaces

Matt Pharr (NVIDIA)
GPU Gems, 2004.

Converting Production RenderMan Shaders to Real-Time

Steve Marshall (Sony Pictures Imageworks)
GPU Gems, 2004.

Integrating Hardware Shading into Cinema 4D

J�rn Loviscach (Hochschule Bremen)
GPU Gems, 2004.

Leveraging High-Quality Software Rendering Effects in Real-Time Applications

Alexandre Jean Claude and Marc Stevens (Softimage)
GPU Gems, 2004.

Integrating Shaders into Applications

John O�Rorke (Monolith Productions)
GPU Gems, 2004.




Beyond Triangles

A Toolkit for Computation on GPUs

Ian Buck and Tim Purcell (Stanford University)
GPU Gems, 2004.

Fast Fluid Dynamics Simulation on the GPU

Mark Harris (University of North Carolina at Chapel Hill)
GPU Gems, 2004.

Volume Rendering Techniques

Milan Ikits (University of Utah), Joe Kniss (University of Utah), Aaron Lefohn (University of California, Davis), and Charles Hansen (University of Utah)
GPU Gems, 2004.

Applying Real-Time Shading to 3D Ultrasound Visualization

Thilaka Sumanaweera (Siemens Medical Solutions USA, Inc.)
GPU Gems, 2004.

Real-Time Stereograms

Fabio Policarpo (Paralelo Computa��o Ltda.)
GPU Gems, 2004.

Deformers

Eugene d�Eon (University of Waterloo)
GPU Gems, 2004.

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