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GPU Gems 2

48 Articles, Edited by Matt Pharr and Randima Fernando.

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Geometric Complexity

Towards Photorealism in Virtual Botany

David Whatley (Simutronics Corporation)
GPU Gems 2

Terrain Rendering using GPU-Based Geometry Clipmaps

Arul Asirvatham and Hugues Hoppe (Microsoft Research)
GPU Gems 2

Inside Geometry Instancing

Francesco Carucci (Lionhead Studios)
GPU Gems 2

Segment Buffering

Jon Olick (2015)
GPU Gems 2

Optimizing Resource Management with Multi-Streaming

Kurt Pelzer and Oliver Hoeller (Piranha Bytes)
GPU Gems 2

Hardware Occlusion Queries Made Useful

Michael Wimmer and Jiri Bittner (Vienna University of Technology)
GPU Gems 2

Adaptive Tessellation of Subdivision Surfaces with Displacement Mapping

Michael Bunnell (NVIDIA Corporation)
GPU Gems 2

Per-Pixel Displacement Mapping with Distance Functions

William Donnelly (University of Waterloo)
GPU Gems 2




Shading, Lighting, and Shadows

Deferred Shading in STALKER

Oles Shishkovtsov (GSC Game World)
GPU Gems 2

Real-Time Computation of Dynamic Irradiance Environment Maps

Gary King (NVIDIA Corporation)
GPU Gems 2

Approximate Bidirectional Texture Functions

Jan Kautz (Massachusetts Institute of Technology)
GPU Gems 2

Tile-Based Texture Mapping

Li-Yi Wei (NVIDIA Corporation)
GPU Gems 2

Implementing the Mental Images Phenomena Renderer on the GPU

Martin-Karl Lefrançois (mental images)
GPU Gems 2

Dynamic Ambient Occlusion and Indirect Lighting

Michael Bunnell (NVIDIA Corporation)
GPU Gems 2

Blueprint Rendering and "Sketchy Drawings"

Marc Nienhaus and Jürgen Döllner (University of Potsdam)
GPU Gems 2

Accurate Atmospheric Scattering

Sean O'Neil
GPU Gems 2

Efficient Soft-Edged Shadows Using Pixel Shader Branching

Yury Uralsky (NVIDIA Corporation)
GPU Gems 2

Using Vertex Texture Displacement for Realistic Water Rendering

Yuri Kryachko (1C: Maddox Games)
GPU Gems 2

Generic Refraction Simulation

Tiago Sousa (Crytek)
GPU Gems 2




High Quality Rendering

Fast Third-Order Texture Filtering

Christian Sigg (ETH Zurich) and Markus Hadwiger (VRVis Research Center)
GPU Gems 2

High Quality Antialiased Rasterization

Dan Wexler and Eric Enderton (NVIDIA Corporation)
GPU Gems 2

Fast Prefiltered Lines

Eric Chan and Frédo Durand (Massachusetts Institute of Technology)
GPU Gems 2

Hair Animation and Rendering in the Nalu Demo

Hubert Nguyen and William Donnelly (NVIDIA Corporation)
GPU Gems 2

Using Lookup Tables to Accelerate Color Transformations

Jeremy Selan (Sony Pictures Imageworks)
GPU Gems 2

GPU Image Processing in Apple's Motion

Pete Warden (Apple)
GPU Gems 2

Implementing Improved Perlin Noise

Simon Green (NVIDIA Corporation)
GPU Gems 2

Advanced High-Quality Filtering

Justin Novosad (discreet)
GPU Gems 2

Mipmap Level Measurement

Iain Cantlay (Climax Entertainment)
GPU Gems 2




General Purpose Computation on GPUs: A Primer

Streaming Architectures and Technology Trends

John Owens (University of California, Davis)
GPU Gems 2

The GeForce 6 Series GPU Architecture

Emmett Kilgariff and Randima Fernando (NVIDIA Corporation)
GPU Gems 2

Mapping Computational Concepts to GPUs

Mark Harris (NVIDIA Corporation)
GPU Gems 2

GPU Computation Strategies and Tips

Ian Buck (Stanford University)
GPU Gems 2

Implementing Efficient Parallel Data Structures on GPUs

Aaron Lefohn (University of California, Davis), Joe Kniss (University of Utah), John Owens (University of California, Davis)
GPU Gems 2

GPU Flow Control Idioms

Mark Harris (NVIDIA Corporation) and Ian Buck (Stanford University)
GPU Gems 2

GPU Program Optimization

Cliff Woolley (University of Virginia)
GPU Gems 2

Stream Reduction Operations for GPGPU Applications

Daniel Horn (Stanford University)
GPU Gems 2




Image-Oriented Computing

Octree Textures on the GPU

Sylvain Lefebvre, Samuel Hornus, and Fabrice Neyret (GRAVIR/IMAG - INRIA)
GPU Gems 2

High-Quality Global Illumination Rendering Using Rasterization

Toshiya Hachisuka (The University of Tokyo)
GPU Gems 2

Global Illumination using Progressive Refinement Radiosity

Greg Coombe (University of North Carolina at Chapel Hill) and Mark Harris (NVIDIA Corporation)
GPU Gems 2

Computer Vision on the GPU

James Fung (University of Toronto)
GPU Gems 2

Deferred Filtering: Rendering from Difficult Data Formats

Joe Kniss (University of Utah), Aaron Lefohn, and Nathaniel Fout (University of California, Davis)
GPU Gems 2

Conservative Rasterization

Jon Hasselgren, Tomas Akenine-Möller, and Lennart Ohlsson (Lund University)
GPU Gems 2




Simulation and Numerical Algorithms

GPU Computing for Protein Structure Prediction

Paulius Micikevicius (Armstrong Atlantic State University)
GPU Gems 2

A GPU Framework for Solving Systems of Linear Equations

Jens Krüger and Rüdiger Westermann (Technische Universität München)
GPU Gems 2

Options Pricing on the GPU

Craig Kolb and Matt Pharr (NVIDIA Corporation)
GPU Gems 2

Improved GPU Sorting

Peter Kipfer and Rüdiger Westermann (Technische Universität München)
GPU Gems 2

Flow Simulation with Complex Boundaries

Wei Li (Siemens Corporate Research), Zhe Fan, Xiaoming Wei, and Arie Kaufman (Stony Brook University)
GPU Gems 2

Medical Image Reconstruction with the FFT

Thilaka Sumanaweera and Donald Liu (Siemens Medical Solutions USA, Inc.)
GPU Gems 2

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