GPU Gems 3
GPU Gems 3
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"GPU Gems 3 contains over 40 chapters and nearly 1000 pages full of the latest GPU programming techniques, and includes hundreds of full-color diagrams and pictures. GPU Gems 3 won the Game Developer Magazine's 2007 Front Line Award.
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Table of Contents
Download the detailed .pdf version
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Chapter 1: Generating Complex Procedural Terrains Using the GPU
Ryan Geiss, NVIDIA Corporation
Chapter 2: Animated Crowd Rendering
Bryan Dudash, NVIDIA Corporation
Chapter 3: DirectX 10 Blend Shapes: Breaking the Limits
Tristan Lorach, NVIDIA Corporation
Chapter 4: Next-Generation SpeedTree Rendering
Alexander Kharlamov, NVIDIA Corporation
Iain Cantlay, NVIDIA Corporation
Yury Stepanenko, NVIDIA Corporation
Chapter 5: Generic Adaptive Mesh Refinement
Tamy Boubekeur, LaBRI–INRIA, University of Bordeaux
Christophe Schlick, LaBRI–INRIA, University of Bordeaux
Chapter 6: GPU-Generated Procedural Wind Animations for Trees
Renaldas Zioma, Electronic Arts/Digital Illusions CE
Chapter 7: Point-Based Visualization of Metaballs on a GPU
Kees van Kooten, Playlogic Game Factory
Gino van den Bergen, Playlogic Game Factory
Alex Telea, Eindhoven University of Technology
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Chapter 8: Summed-Area Variance Shadow Maps
Andrew Lauritzen, University of Waterloo
Chapter 9: Interactive Cinematic Relighting with Global Illumination
Fabio Pellacini, Dartmouth College
Miloš Hašan, Cornell University
Kavita Bala, Cornell University
Chapter 10: Parallel-Split Shadow Maps on Programmable GPUs
Fan Zhang, The Chinese University of Hong Kong
Hanqiu Sun, The Chinese University of Hong Kong
Oskari Nyman, Helsinki University of Technology
Chapter 11: Efficient and Robust Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders
Martin Stich, mental images
Carsten Wächter, Ulm University
Alexander Keller, Ulm University
Chapter 12: High-Quality Ambient Occlusion
Jared Hoberock, University of Illinois at Urbana-Champaign
Yuntao Jia, University of Illinois at Urbana-Champaign
Chapter 13: Volumetric Light Scattering as a Post-Process
Kenny Mitchell, Electronic Arts
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Chapter 14: Advanced Techniques for Realistic Real-Time Skin Rendering
Eugene d’Eon, NVIDIA Corporation
David Luebke, NVIDIA Corporation
Chapter 15: Playable Universal Capture
George Borshukov, Electronic Arts
Jefferson Montgomery, Electronic Arts
John Hable, Electronic Arts
Chapter 16: Vegetation Procedural Animation and Shading in Crysis
Tiago Sousa, Crytek
Chapter 17: Robust Multiple Specular Reflections and Refractions
Tamás Umenhoffer, Budapest University of Technology and Economics
Gustavo Patow, University of Girona
László Szirmay-Kalos, Budapest University of Technology and Economics
Chapter 18: Relaxed Cone Stepping for Relief Mapping
Fabio Policarpo, Perpetual Entertainment
Manuel M. Oliveira, Instituto de Informática—UFRGS
Chapter 19: Deferred Shading in Tabula Rasa
Rusty Koonce, NCsoft Corporation
Chapter 20: GPU-Based Importance Sampling
Mark Colbert, University of Central Florida
Jaroslav Kr?ivánek, Czech Technical University in Prague
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Chapter 21: True Impostors
Eric Risser, University of Central Florida
Chapter 22: Baking Normal Maps on the GPU
Diogo Teixeira, Move Interactive
Chapter 23: High-Speed, Off-Screen Particles
Iain Cantlay, NVIDIA Corporation
Chapter 24: The Importance of Being Linear
Larry Gritz, NVIDIA Corporation
Eugene d’Eon, NVIDIA Corporation
Chapter 25: Rendering Vector Art on the GPU
Charles Loop, Microsoft Research
Jim Blinn, Microsoft Research
Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image Processing
Ralph Brunner, Apple
Frank Doepke, Apple
Bunny Laden, Apple
Chapter 27: Motion Blur as a Post-Processing Effect
Gilberto Rosado, Rainbow Studios
Chapter 28: Practical Post-Process Depth of Field
Earl Hammon, Jr., Infinity Ward
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Chapter 29: Real-Time Rigid Body Simulation on GPUs
Takahiro Harada, University of Tokyo
Chapter 30: Real-Time Simulation and Rendering of 3D Fluids
Keenan Crane, University of Illinois at Urbana-Champaign
Ignacio Llamas, NVIDIA Corporation
Sarah Tariq, NVIDIA Corporation
Chapter 31: Fast N-Body Simulation with CUDA
Lars Nyland, NVIDIA Corporation
Mark Harris, NVIDIA Corporation
Jan Prins, University of North Carolina at Chapel Hill
Chapter 32: Broad-Phase Collision Detection with CUDA
Scott Le Grand, NVIDIA Corporation
Chapter 33: LCP Algorithms for Collision Detection Using CUDA
Peter Kipfer, Havok
Chapter 34: Signed Distance Fields Using Single-Pass GPU Scan Conversion of Tetrahedra
Kenny Erleben, University of Copenhagen
Henrik Dohlmann, 3Dfacto R&D
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Chapter 35: Fast Virus Signature Matching on the GPU
Elizabeth Seamans, Juniper Networks
Thomas Alexander, Polytime
Chapter 36: AES Encryption and Decryption on the GPU
Takeshi Yamanouchi, SEGA Corporation
Chapter 37: Efficient Random Number Generation and Application Using CUDA
Lee Howes, Imperial College London
David Thomas, Imperial College London
Chapter 38: Imaging Earth’s Subsurface Using CUDA
Bernard Deschizeaux, CGGVeritas
Jean-Yves Blanc, CGGVeritas
Chapter 39: Parallel Prefix Sum (Scan) with CUDA
Mark Harris, NVIDIA Corporation
Shubhabrata Sengupta, University of California, Davis
John D. Owens, University of California, Davis
Chapter 40: Incremental Computation of the Gaussian
Ken Turkowski, Adobe Systems
Chapter 41: Using the Geometry Shader for Compact and Variable-Length GPU Feedback
Franck Diard, NVIDIA Corporation
Content font: http://developer.nvidia.com
GPU Gems 3
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"GPU Gems 3 contains over 40 chapters and nearly 1000 pages full of the latest GPU programming techniques, and includes hundreds of full-color diagrams and pictures. GPU Gems 3 won the Game Developer Magazine's 2007 Front Line Award.
GPU Gems 3 is now available for free on the NVIDIA Developer Site. Click on the desired section in our navigation window to the right to begin reading!"
Editors
GPU Gems 3 is edited by Hubert Nguyen, Manager of Developer Education at NVIDIA. Hubert is a graphics engineer who worked in the NVIDIA Demo Team before moving to his current position. His work is featured on the covers of GPU Gems (Addison-Wesley, 2004) and GPU Gems
Section Editors include NVIDIA engineers:
Cyril Zeller, Evan Hart, Ignacio Castaño, Kevin Bjorke, Kevin Myers, and Nolan Goodnight.
Visual Table of Contents
Download the detailed .pdf version
GPU Gems 3 is edited by Hubert Nguyen, Manager of Developer Education at NVIDIA. Hubert is a graphics engineer who worked in the NVIDIA Demo Team before moving to his current position. His work is featured on the covers of GPU Gems (Addison-Wesley, 2004) and GPU Gems
Section Editors include NVIDIA engineers:
Cyril Zeller, Evan Hart, Ignacio Castaño, Kevin Bjorke, Kevin Myers, and Nolan Goodnight.
Visual Table of Contents
Download the detailed .pdf version
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Table of Contents
Download the detailed .pdf version
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Chapter 1: Generating Complex Procedural Terrains Using the GPU
Ryan Geiss, NVIDIA Corporation
Chapter 2: Animated Crowd Rendering
Bryan Dudash, NVIDIA Corporation
Chapter 3: DirectX 10 Blend Shapes: Breaking the Limits
Tristan Lorach, NVIDIA Corporation
Chapter 4: Next-Generation SpeedTree Rendering
Alexander Kharlamov, NVIDIA Corporation
Iain Cantlay, NVIDIA Corporation
Yury Stepanenko, NVIDIA Corporation
Chapter 5: Generic Adaptive Mesh Refinement
Tamy Boubekeur, LaBRI–INRIA, University of Bordeaux
Christophe Schlick, LaBRI–INRIA, University of Bordeaux
Chapter 6: GPU-Generated Procedural Wind Animations for Trees
Renaldas Zioma, Electronic Arts/Digital Illusions CE
Chapter 7: Point-Based Visualization of Metaballs on a GPU
Kees van Kooten, Playlogic Game Factory
Gino van den Bergen, Playlogic Game Factory
Alex Telea, Eindhoven University of Technology
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Chapter 8: Summed-Area Variance Shadow Maps
Andrew Lauritzen, University of Waterloo
Chapter 9: Interactive Cinematic Relighting with Global Illumination
Fabio Pellacini, Dartmouth College
Miloš Hašan, Cornell University
Kavita Bala, Cornell University
Chapter 10: Parallel-Split Shadow Maps on Programmable GPUs
Fan Zhang, The Chinese University of Hong Kong
Hanqiu Sun, The Chinese University of Hong Kong
Oskari Nyman, Helsinki University of Technology
Chapter 11: Efficient and Robust Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders
Martin Stich, mental images
Carsten Wächter, Ulm University
Alexander Keller, Ulm University
Chapter 12: High-Quality Ambient Occlusion
Jared Hoberock, University of Illinois at Urbana-Champaign
Yuntao Jia, University of Illinois at Urbana-Champaign
Chapter 13: Volumetric Light Scattering as a Post-Process
Kenny Mitchell, Electronic Arts
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Chapter 14: Advanced Techniques for Realistic Real-Time Skin Rendering
Eugene d’Eon, NVIDIA Corporation
David Luebke, NVIDIA Corporation
Chapter 15: Playable Universal Capture
George Borshukov, Electronic Arts
Jefferson Montgomery, Electronic Arts
John Hable, Electronic Arts
Chapter 16: Vegetation Procedural Animation and Shading in Crysis
Tiago Sousa, Crytek
Chapter 17: Robust Multiple Specular Reflections and Refractions
Tamás Umenhoffer, Budapest University of Technology and Economics
Gustavo Patow, University of Girona
László Szirmay-Kalos, Budapest University of Technology and Economics
Chapter 18: Relaxed Cone Stepping for Relief Mapping
Fabio Policarpo, Perpetual Entertainment
Manuel M. Oliveira, Instituto de Informática—UFRGS
Chapter 19: Deferred Shading in Tabula Rasa
Rusty Koonce, NCsoft Corporation
Chapter 20: GPU-Based Importance Sampling
Mark Colbert, University of Central Florida
Jaroslav Kr?ivánek, Czech Technical University in Prague
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Chapter 21: True Impostors
Eric Risser, University of Central Florida
Chapter 22: Baking Normal Maps on the GPU
Diogo Teixeira, Move Interactive
Chapter 23: High-Speed, Off-Screen Particles
Iain Cantlay, NVIDIA Corporation
Chapter 24: The Importance of Being Linear
Larry Gritz, NVIDIA Corporation
Eugene d’Eon, NVIDIA Corporation
Chapter 25: Rendering Vector Art on the GPU
Charles Loop, Microsoft Research
Jim Blinn, Microsoft Research
Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image Processing
Ralph Brunner, Apple
Frank Doepke, Apple
Bunny Laden, Apple
Chapter 27: Motion Blur as a Post-Processing Effect
Gilberto Rosado, Rainbow Studios
Chapter 28: Practical Post-Process Depth of Field
Earl Hammon, Jr., Infinity Ward
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Chapter 29: Real-Time Rigid Body Simulation on GPUs
Takahiro Harada, University of Tokyo
Chapter 30: Real-Time Simulation and Rendering of 3D Fluids
Keenan Crane, University of Illinois at Urbana-Champaign
Ignacio Llamas, NVIDIA Corporation
Sarah Tariq, NVIDIA Corporation
Chapter 31: Fast N-Body Simulation with CUDA
Lars Nyland, NVIDIA Corporation
Mark Harris, NVIDIA Corporation
Jan Prins, University of North Carolina at Chapel Hill
Chapter 32: Broad-Phase Collision Detection with CUDA
Scott Le Grand, NVIDIA Corporation
Chapter 33: LCP Algorithms for Collision Detection Using CUDA
Peter Kipfer, Havok
Chapter 34: Signed Distance Fields Using Single-Pass GPU Scan Conversion of Tetrahedra
Kenny Erleben, University of Copenhagen
Henrik Dohlmann, 3Dfacto R&D
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Chapter 35: Fast Virus Signature Matching on the GPU
Elizabeth Seamans, Juniper Networks
Thomas Alexander, Polytime
Chapter 36: AES Encryption and Decryption on the GPU
Takeshi Yamanouchi, SEGA Corporation
Chapter 37: Efficient Random Number Generation and Application Using CUDA
Lee Howes, Imperial College London
David Thomas, Imperial College London
Chapter 38: Imaging Earth’s Subsurface Using CUDA
Bernard Deschizeaux, CGGVeritas
Jean-Yves Blanc, CGGVeritas
Chapter 39: Parallel Prefix Sum (Scan) with CUDA
Mark Harris, NVIDIA Corporation
Shubhabrata Sengupta, University of California, Davis
John D. Owens, University of California, Davis
Chapter 40: Incremental Computation of the Gaussian
Ken Turkowski, Adobe Systems
Chapter 41: Using the Geometry Shader for Compact and Variable-Length GPU Feedback
Franck Diard, NVIDIA Corporation
Content font: http://developer.nvidia.com