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GPU Gems 3
41 Articles, Edited by Hubert Nguyen, 2007.
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Geometry
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Generating Complex Procedural Terrains Using the GPU |
DirectX 10 Blend Shapes: Breaking the Limits |
Next-Generation SpeedTree Rendering |
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Alexander Kharlamov, Iain Cantlay, Yury Stepanenko (NVIDIA Corporation) GPU Gems 3, 2007. |
Generic Adaptive Mesh Refinement |
GPU-Generated Procedural Wind Animations for Trees |
Point-Based Visualization of Metaballs on a GPU |
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Kees van Kooten, Gino van den Bergen (Playlogic Game Factory), Alex Telea (Eindhoven University of Technology) GPU Gems 3, 2007. |
Lights and Shadows
Summed-Area Variance Shadow Maps |
Interactive Cinematic Relighting with Global Illumination |
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Fabio Pellacini (Dartmouth College), Milos Hasan, Kavita Bala (Cornell University) GPU Gems 3, 2007. |
Parallel-Split Shadow Maps on Programmable GPUs |
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Fan Zhang, Hanqiu Sun (The Chinese University of Hong Kong), Oskari Nyman (Helsinki University of Technology) GPU Gems 3, 2007. |
Efficient and Robust Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders |
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Martin Stich (Mental Images), Carsten W�chter, Alexander Keller (Ulm University) GPU Gems 3, 2007. |
High-Quality Ambient Occlusion |
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Jared Hoberock, Yuntao Jia (University of Illinois at Urbana-Champaign) GPU Gems 3, 2007. |
Volumetric Light Scattering as a Post-Process |
Rendering
Advanced Techniques for Realistic Real-Time Skin Rendering |
Playable Universal Capture |
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George Borshukov, Jefferson Montgomery, John Hable (Electronic Arts) GPU Gems 3, 2007. |
Vegetation Procedural Animation and Shading in Crysis |
Robust Multiple Specular Reflections and Refractions |
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Tam�s Umenhoffer, BL�szl?Szirmay-Kalos (Budapest University of Technology and Economics), Gustavo Patow (University of Girona) GPU Gems 3, 2007. |
Relaxed Cone Stepping for Relief Mapping |
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Fabio Policarpo (Perpetual Entertainment), Manuel M. Oliveira (Instituto de Inform�tica-UFRGS) GPU Gems 3, 2007. |
Deferred Shading in Tabula Rasa |
GPU-Based Importance Sampling |
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Mark Colbert (University of Central Florida), Jaroslav Kr�iv�nek (Czech Technical University in Prague) GPU Gems 3, 2007. |
Image Effects
Baking Normal Maps on the GPU |
High-Speed, Off-Screen Particles |
The Importance of Being Linear |
Rendering Vector Art on the GPU |
Object Detection by Color: Using the GPU for Real-Time Video Image Processing |
Motion Blur as a Post-Processing Effect |
Practical Post-Process Depth of Field |
Physics Simulation
Real-Time Rigid Body Simulation on GPUs |
Real-Time Simulation and Rendering of 3D Fluids |
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Keenan Crane (University of Illinois at Urbana-Champaign), Ignacio Llamas, Sarah Tariq (NVIDIA Corporation) GPU Gems 3, 2007. |
Fast N-Body Simulation with CUDA |
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Lars Nyland, Mark Harris (NVIDIA Corporation), Jan Prins (University of North Carolina at Chapel Hill) GPU Gems 3, 2007. |
Broad-Phase Collision Detection with CUDA |
LCP Algorithms for Collision Detection Using CUDA |
Signed Distance Fields Using Single-Pass GPU Scan Conversion of Tetrahedra |
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Kenny Erleben (University of Copenhagen), Henrik Dohlmann (3Dfacto R&D) GPU Gems 3, 2007. |
GPU Computing
Fast Virus Signature Matching on the GPU |
AES Encryption and Decryption on the GPU |
Efficient Random Number Generation and Application Using CUDA |
Imaging Earth's Subsurface Using CUDA |
Parallel Prefix Sum (Scan) with CUDA |
Incremental Computation of the Gaussian |
Using the Geometry Shader for Compact and Variable-Length GPU Feedback |
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