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GPU Gems 2
48 Articles, Edited by Matt Pharr and Randima Fernando, 2005.
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Geometric Complexity
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Towards Photorealism in Virtual Botany |
Terrain Rendering using GPU-Based Geometry Clipmaps |
Inside Geometry Instancing |
Optimizing Resource Management with Multi-Streaming |
Hardware Occlusion Queries Made Useful |
Adaptive Tessellation of Subdivision Surfaces with Displacement Mapping |
Per-Pixel Displacement Mapping with Distance Functions |
Shading, Lighting, and Shadows
Deferred Shading in STALKER |
Real-Time Computation of Dynamic Irradiance Environment Maps |
Approximate Bidirectional Texture Functions |
Tile-Based Texture Mapping |
Implementing the Mental Images Phenomena Renderer on the GPU |
Dynamic Ambient Occlusion and Indirect Lighting |
Blueprint Rendering and "Sketchy Drawings" |
Accurate Atmospheric Scattering |
Efficient Soft-Edged Shadows Using Pixel Shader Branching |
Using Vertex Texture Displacement for Realistic Water Rendering |
Generic Refraction Simulation |
High Quality Rendering
Fast Third-Order Texture Filtering |
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Christian Sigg (ETH Zurich) and Markus Hadwiger (VRVis Research Center) GPU Gems 2, 2005. |
High Quality Antialiased Rasterization |
Hair Animation and Rendering in the Nalu Demo |
Using Lookup Tables to Accelerate Color Transformations |
GPU Image Processing in Apple's Motion |
Implementing Improved Perlin Noise |
Advanced High-Quality Filtering |
General Purpose Computation on GPUs: A Primer
Streaming Architectures and Technology Trends |
The GeForce 6 Series GPU Architecture |
Mapping Computational Concepts to GPUs |
GPU Computation Strategies and Tips |
Implementing Efficient Parallel Data Structures on GPUs |
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Aaron Lefohn (University of California, Davis), Joe Kniss (University of Utah), John Owens (University of California, Davis) GPU Gems 2, 2005. |
Stream Reduction Operations for GPGPU Applications |
Image-Oriented Computing
Octree Textures on the GPU |
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Sylvain Lefebvre, Samuel Hornus, and Fabrice Neyret (GRAVIR/IMAG - INRIA) GPU Gems 2, 2005. |
High-Quality Global Illumination Rendering Using Rasterization |
Global Illumination using Progressive Refinement Radiosity |
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Greg Coombe (University of North Carolina at Chapel Hill) and Mark Harris (NVIDIA Corporation) GPU Gems 2, 2005. |
Computer Vision on the GPU |
Deferred Filtering: Rendering from Difficult Data Formats |
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Joe Kniss (University of Utah), Aaron Lefohn, and Nathaniel Fout (University of California, Davis) GPU Gems 2, 2005. |
Conservative Rasterization |
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Jon Hasselgren, Tomas Akenine-M�ller, and Lennart Ohlsson (Lund University) GPU Gems 2, 2005. |
Simulation and Numerical Algorithms
GPU Computing for Protein Structure Prediction |
A GPU Framework for Solving Systems of Linear Equations |
Options Pricing on the GPU |
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Peter Kipfer and R�diger Westermann (Technische Universit�t M�nchen) GPU Gems 2, 2005. |
Flow Simulation with Complex Boundaries |
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Wei Li (Siemens Corporate Research), Zhe Fan, Xiaoming Wei, and Arie Kaufman (Stony Brook University) GPU Gems 2, 2005. |
Medical Image Reconstruction with the FFT |
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Thilaka Sumanaweera and Donald Liu (Siemens Medical Solutions USA, Inc.) GPU Gems 2, 2005. |
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