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GPU Pro 2
24 Articles, Edited by Wolfgang Engel, 2011.
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Geometry Manipulation
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Terrain and Ocean Rendering with Hardware Tesselation |
Practical and Realistic Facial Wrinkles Animation |
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Jorge Jimenez, Jose I. Echevarria, Christopher Oat and Diego Gutierrez GPU Pro 2, 2011. |
Procedural Content Generation on GPU |
Rendering Techniques
Pre-Integrated Skin Shading |
Implementing Fur in Deferred Shading |
Large-Scale Terrain Rendering for Outdoor Games |
Practical Morphological Anti-Aliasing |
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Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro and Diego Gutierrez GPU Pro 2, 2011. |
Global Illumination
Temporal Screen-Space Ambient Occlusion |
Level-of-Detail and Streaming Optimized Irradiance Normal Mapping |
Real-Time One-bounce Indirect Illumination and Indirect Shadows using Ray-Tracing |
Real-Time Approximation of Light Transport in Translucent Homogenous Media |
Real-time diffuse Global Illumination with Temporally Coherent Light Propagation Volumes |
Shadows
Variance Shadow Maps Light-Bleeding Reduction Tricks |
Fast Soft Shadows via Adaptive Shadow Maps |
Adaptive Volumetric Shadow Maps |
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Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn, Matt Pharr GPU Pro 2, 2011. |
Fast Soft Shadows with Temporal Coherence |
MipMapped Screen Space Soft Shadows |
Handheld Devices
A Shader-Based E-Book Renderer |
Post-Processing Effects on Mobile Devices |
Shader Based Water Effects |
3D Engine Design
Practical, Dynamic Visibility for Games |
Shader Amortization using Pixel Quad Message Passing |
A Rendering Pipeline for Real-time Crowds |
GPGPU
2D Distance Field Generation with the GPU |
Order-Independent Transparency Using Per-Pixel Linked Lists in DirectX 11 |
Simple and Fast Fluid Flow Simulation on the GPU |
A Fast Poisson Solver for OpenCL using Multigrid Methods |
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