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GPU Pro 2
24 Articles, Edited by Wolfgang Engel, 2011.


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Geometry Manipulation

Terrain and Ocean Rendering with Hardware Tesselation

Xavier Bonaventura
GPU Pro 2, 2011.

Practical and Realistic Facial Wrinkles Animation

Jorge Jimenez, Jose I. Echevarria, Christopher Oat and Diego Gutierrez
GPU Pro 2, 2011.

Procedural Content Generation on GPU

Aleksander Netzel and Pawel Rohleder
GPU Pro 2, 2011.




Rendering Techniques

Pre-Integrated Skin Shading

Eric Penner and George Borshukov
GPU Pro 2, 2011.

Implementing Fur in Deferred Shading

Donald Revie
GPU Pro 2, 2011.

Large-Scale Terrain Rendering for Outdoor Games

Ferenc Pint�r
GPU Pro 2, 2011.

Practical Morphological Anti-Aliasing

Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro and Diego Gutierrez
GPU Pro 2, 2011.

Volume Decals

Emil Persson
GPU Pro 2, 2011.




Global Illumination

Temporal Screen-Space Ambient Occlusion

Oliver Mattausch, Daniel Scherzer and Michael Wimmer
GPU Pro 2, 2011.

Level-of-Detail and Streaming Optimized Irradiance Normal Mapping

Ralf Habel, Anders Nilsson and Michael Wimmer
GPU Pro 2, 2011.

Real-Time One-bounce Indirect Illumination and Indirect Shadows using Ray-Tracing

Holger Gruen
GPU Pro 2, 2011.

Real-Time Approximation of Light Transport in Translucent Homogenous Media

Colin Barr?Brisebois and Marc Bouchard
GPU Pro 2, 2011.

Real-time diffuse Global Illumination with Temporally Coherent Light Propagation Volumes

Anton Kaplanyan, Wolfgang Engel and Carsten Dachsbacher
GPU Pro 2, 2011.




Shadows

Variance Shadow Maps Light-Bleeding Reduction Tricks

Wojciech Sterna
GPU Pro 2, 2011.

Fast Soft Shadows via Adaptive Shadow Maps

Pavlo Turchyn
GPU Pro 2, 2011.

Adaptive Volumetric Shadow Maps

Marco Salvi, Kiril Vidimce, Andrew Lauritzen, Aaron Lefohn, Matt Pharr
GPU Pro 2, 2011.

Fast Soft Shadows with Temporal Coherence

Daniel Scherzer, Michael Schw?rzler and Oliver Mattausch
GPU Pro 2, 2011.

MipMapped Screen Space Soft Shadows

Alberto Aguado and Eugenia Montiel
GPU Pro 2, 2011.




Handheld Devices

A Shader-Based E-Book Renderer

Andrea Bizzotto
GPU Pro 2, 2011.

Post-Processing Effects on Mobile Devices

Marco Weber and Peter Quayle
GPU Pro 2, 2011.

Shader Based Water Effects

Joe Davis and Ken Catterall
GPU Pro 2, 2011.




3D Engine Design

Practical, Dynamic Visibility for Games

Stephen Hill and Daniel Collin
GPU Pro 2, 2011.

Shader Amortization using Pixel Quad Message Passing

Eric Penner
GPU Pro 2, 2011.

A Rendering Pipeline for Real-time Crowds

Benjam�n Hern�ndez and Isaac Rudomin
GPU Pro 2, 2011.




GPGPU

2D Distance Field Generation with the GPU

Philip Rideout
GPU Pro 2, 2011.

Order-Independent Transparency Using Per-Pixel Linked Lists in DirectX 11

Nicolas Thibieroz
GPU Pro 2, 2011.

Simple and Fast Fluid Flow Simulation on the GPU

Martin Guay, Fabrice Colin and Richard Egli
GPU Pro 2, 2011.

A Fast Poisson Solver for OpenCL using Multigrid Methods

Sebastien Noury, Samuel Boivin and Olivier Le Ma�tre
GPU Pro 2, 2011.

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