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GPU Gems 3
Edited by Hubert Nguyen
Addison-Wesley, 2008
ISBN 978-0-321-51526-1
• Official book website

Contents

Generating Complex Procedural Terrains Using the GPU
Ryan Geiss
Pages 7–37
Animated Crowd Rendering
Bryan Dudash
Pages 39–52
DirectX 10 Blend Shapes: Breaking the Limits
Tristan Lorach
Pages 53–67
Next-Generation SpeedTree Rendering
Alexander Kharlamov, Iain Cantlay, Yury Stepanenko
Pages 69–92
Generic Adaptive Mesh Refinement
Tamy Boubekeur, Christophe Schlick
Pages 93–104
GPU-Generated Procedural Wind Animations for Trees
Renaldas Zioma
Pages 105–121
Point-Based Visualization of Metaballs on a GPU
Kees van Kooten, Gino van der Bergen, Alex Telea
Pages 123–148
Summed-Area Variance Shadow Maps
Andrew Lauritzen
Pages 157–182
Interactive Cinematic Relighting with Global Illumination
Fabio Pellacini, Miloš Hašan, Kavita Bala
Pages 183–202
Parallel-Split Shadow Maps on Programmable GPUs
Fan Zhang, Hanqiu Sun, Oskari Nyman
Pages 203–237
Efficient and Robust Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders
Martin Stich, Carsten Wächter, Alexander Keller
Pages 239–256
High-Quality Ambient Occlusion
Jared Hoberock, Yuntao Jia
Pages 257–274
Volumetric Light Scattering as a Post-Process
Kenny Mitchell
Pages 275–285
Advanced Techniques for Realistic Real-Time Skin Rendering
Eugene d’Eon, David Luebke
Pages 293–347
Playable Universal Capture
George Borshukov, Jefferson Montgomery, John Hable
Pages 349–371
Vegetation Procedural Animation and Shading in Crysis
Tiago Sousa
Pages 373–385
Robust Multiple Specular Reflections and Refractions
Tamás Umenhoffer, Gustavo Patow, László Szirmay-Kalos
Pages 387–407
Relaxed Cone Stepping for Relief Mapping
Fabio Policarpo, Manuel M. Oliveira
Pages 409–428
Deferred Shading in Tabula Rasa
Rusty Koonce
Pages 429–457
GPU-Based Importance Sampling
Mark Colbert, Jaroslav Křivánek
Pages 459–475
True Impostors
Eric Risser
Pages 481–490
Baking Normal Maps on the GPU
Diogo Teixeira
Pages 491–512
High-Speed Off-Screen Particles
Iain Cantlay
Pages 513–528
The Importance of Being Linear
Larry Gritz, Eugene d’Eon
Pages 529–542
Rendering Vector Art on the GPU
Charles Loop, Jim Blinn
Pages 543–561
Object Detection by Color: Using the GPU for Real-Time Video Image Processing
Ralph Brunner, Frank Doepke, Bunny Laden
Pages 563–574
Motion Blur as a Post-Processing Effect
Gilberto Rosado
Pages 575–581
Practical Post-Process Depth of Field
Earl Hammon, Jr.
Pages 583–605
Real-Time Rigid Body Simulation on GPUs
Takahiro Harada
Pages 611–632
Real-Time Simulation and Rendering of 3D Fluids
Keenan Crane, Ignacio Llamas, Sarah Tariq
Pages 633–675
Fast N-Body Simulation with CUDA
Lars Nyland, Mark Harris, Jan Prins
Pages 677–695
Broad-Phase Collision Detection with CUDA
Scott Le Grand
Pages 697–721
LCP Algorithms for Collision Detection Using CUDA
Peter Kipfer
Pages 723–740
Signed Distance Fields Using Single-Pass GPU Scan Conversion of Tetrahedra
Kenny Erleben, Henrik Dohlmann
Pages 741–763
Fast Virus Signature Matching on the GPU
Elizabeth Seamans, Thomas Alexander
Pages 771–783
AES Encryption and Decryption on the GPU
Takeshi Yamanouchi
Pages 785–803
Efficient Random Number Generation and Application Using CUDA
Lee Howes, David Thomas
Pages 805–830
Imaging Earth’s Subsurface Using CUDA
Bernard Deschizeaux, Jean-Yves Blanc
Pages 831–850
Parallel Prefix Sum (Scan) with CUDA
Mark Harris, Shubhabrata Sengupta, John Owens
Pages 851–876
Incremental Computation of the Gaussian
Ken Turkowski
Pages 877–889
Using the Geometry Shader for Compact and Variable-Length GPU Feedback
Franck Diard
Pages 891–907