Graphics and Game Gems Database

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GPU Gems 2
Edited by Matt Pharr
Addison-Wesley, 2005
ISBN 0-321-33559-7
• Official book website


Toward Photorealism in Virtual Botany
David Whatley
Pages 7–25
Terrain Rendering Using GPU-Based Geometry Clipmaps
Arul Asirvatham, Hugues Hoppe
Pages 27–45
Inside Geometry Instancing
Francesco Carucci
Pages 47–67
Segment Buffering
Jon Olick
Pages 69–73
Optimizing Resource Management with Multistreaming
Oliver Hoeller, Kurt Pelzer
Pages 75–90
Hardware Occlusion Queries Made Useful
Michael Wimmer, Jiří Bittner
Pages 91–108
Adaptive Tessellation of Subdivision Surfaces with Displacement Mapping
Michael Bunnell
Pages 109–122
Per-Pixel Displacement Mapping with Distance Functions
William Donnelly
Pages 123–136
Deferred Shading in S.T.A.L.K.E.R.
Oles Shishkovtsov
Pages 143–166
Real-Time Computation of Dynamic Irradiance Environment Maps
Gary King
Pages 167–176
Approximate Bidirectional Texture Functions
Jan Kautz
Pages 177–187
Tile-Based Texture Mapping
Li-Yi Wei
Pages 189–199
Implementing the mental images Phenomena Renderer on the GPU
Martin-Karl Lefrançois
Pages 201–222
Dynamic Ambient Occlusion and Indirect Lighting
Michael Bunnell
Pages 223–233
Blueprint Rendering and “Sketchy Drawings”
Marc Nienhaus, Jürgen Döllner
Pages 235–252
Accurate Atmospheric Scattering
Sean O’Neil
Pages 253–268
Efficient Soft-Edged Shadows Using Pixel Shader Branching
Yury Uralsky
Pages 269–282
Using Vertex Texture Displacment for Realistic Water Rendering
Yuri Kryachko
Pages 283–294
Generic Refraction Simulation
Tiago Sousa
Pages 295–305
Fast Third-Order Texture Filtering
Christian Sigg, Markus Hadwiger
Pages 313–329
High-Quality Antialiased Rasterization
Dan Wexler, Eric Enderton
Pages 331–344
Fast Prefiltered Lines
Eric Chan, Frédo Durand
Pages 345–359
Hair Animation and Rendering in the Nalu Demo
Hubert Nguyen, William Donnelly
Pages 361–380
Using Lookup Tables to Accelerate Color Transformations
Jeremy Selan
Pages 381–392
GPU Image Processing in Apple's Motion
Pete Warden
Pages 393–408
Implementing Improved Perlin Noise
Simon Green
Pages 409–416
Advanced High-Quality Filtering
Justin Novosad
Pages 417–435
Mipmap-Level Measurement
Iain Cantlay
Pages 437–449
Streaming Architectures and Technology Trends
John Owens
Pages 457–470
The GeForce 6 Series GPU Architecture
Emmett Kilgariff, Randima Fernando
Pages 471–491
Mapping Computational Concepts to GPUs
Mark Harris
Pages 493–508
Taking the Plunge into GPU Computing
Ian Buck
Pages 509–519
Implementing Efficient Parallel Data Structures on GPUs
Aaron Lefohn, Joe Kniss, John Owens
Pages 521–545
GPU Flow-Control Idioms
Mark Harris, Ian Buck
Pages 547–555
GPU Program Optimization
Cliff Woolley
Pages 557–571
Stream Reduction Operations for GPGPU Applications
Daniel Horn
Pages 573–589
Octree Textures on the GPU
Sylvain Lefebvre, Samuel Hornus, Fabrice Neyret
Pages 595–613
High-Quality Global Illumination Rendering Using Rasterization
Toshiya Hachisuka
Pages 615–633
Global Illumination Using Progressive Refinement Radiosity
Greg Coombe, Mark Harris
Pages 635–647
Computer Vision on the GPU
James Fung
Pages 649–666
Deferred Filtering: Rendering from Difficult Data Formats
Joe Kniss, Aaron Lefohn, Nathaniel Fout
Pages 667–675
Conservative Rasterization
Jon Hasselgren, Tomas Akenine-Möller, Lennart Ohlsson
Pages 677–690
GPU Computing for Protein Structure Prediction
Paulius Micikevicius
Pages 695–702
A GPU Framework for Solving Systems of Linear Equations
Jens Krüger, Rüdiger Westermann
Pages 703–718
Options Pricing on the GPU
Craig Kolb, Matt Pharr
Pages 719–731
Improved GPU Sorting
Peter Kipfer, Rüdiger Westermann
Pages 733–746
Flow Simulation with Complex Boundaries
Wei Li, Zhe Fan, Xiaoming Wei, Arie Kaufman
Pages 747–764
Medical Image Reconstruction with the FFT
Thilaka Sumanaweera, Donald Liu
Pages 765–784