Graphics and Game Gems Database

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GPU Pro 2
Edited by Wolfgang Engel
A K Peters, 2011
ISBN 978-1-56881-718-7


Terrain and Ocean Rendering with Hardware Tessellation
Xavier Bonaventura
Pages 3–14
Practical and Realistic Facial Wrinkles Animation
Jorge Jimenez, Jose I. Echevarria, Chris Oat, Diego Gutierrez
Pages 15–27
Procedural Content Generation on the GPU
Aleksander Netzel, Pawel Rohleder
Pages 29–37
Pre-Integrated Skin Shading
Eric Penner, George Borshukov
Pages 41–55
Implementing Fur Using Deferred Shading
Donald Revie
Pages 57–75
Large-Scale Terrain Rendering for Outdoor Games
Ferenc Pintér
Pages 77–94
Practical Morphological Antialiasing
Jorge Jimenez, Belen Masia, Jose I. Echevarria, Fernando Navarro, Diego Gutierrez
Pages 95–113
Volume Decals
Emil Persson
Pages 115–120
Temporal Screen-Space Ambient Occlusion
Oliver Mattausch, Daniel Scherzer, Michael Wimmer
Pages 123–141
Level-of-Detail and Streaming Optimized Irradiance Normal Mapping
Ralf Habel, Anders Nilsson, Michael Wimmer
Pages 143–158
Real-Time One-Bounce Indirect Illumination and Shadows using Ray Tracing
Holger Grün
Pages 159–172
Real-Time Approximation of Light Transport in Translucent Homogenous Media
Colin Barré-Brisebois, Marc Bouchard
Pages 173–184
Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes
Anton Kaplanyan, Wolfgang Engel, Carsten Dachsbacher
Pages 185–203
Variance Shadow Maps Light-Bleeding Reduction Tricks
Wojciech Sterna
Pages 207–214
Fast Soft Shadows via Adaptive Shadow Maps
Pavlo Turchyn
Pages 215–224
Adaptive Volumetric Shadow Maps
Marco Salvi, Kiril Vidimče, Andrew Lauritzen, Aaron Lefohn, Matt Pharr
Pages 225–241
Fast Soft Shadows with Temporal Coherence
Daniel Scherzer, Michael Schwärzler, Oliver Mattausch
Pages 243–255
Mipmapped Screen-Space Soft Shadows
Alberto Aguado, Eugenia Montiel
Pages 257–273
A Shader-Based eBook Renderer
Andrea Bizzotto
Pages 277–289
Post-Processing Effects on Mobile Devices
Marco Weber, Peter Quayle
Pages 291–305
Shader-Based Water Effects
Joe Davis, Ken Catterall
Pages 307–325
Practical, Dynamic Visibility for Games
Stephen Hill, Daniel Collin
Pages 329–347
Shader Amortization using Pixel Quad Message Passing
Eric Penner
Pages 349–367
A Rendering Pipeline for Real-Time Crowds
Benjamín Hernández, Isaac Rudomin
Pages 369–383
2D Distance Field Generation with the GPU
Philip Rideout
Pages 387–407
Order-Independent Transparency using Per-Pixel Linked Lists
Nicolas Thibieroz
Pages 409–431
Simple and Fast Fluids
Martin Guay, Fabrice Colin, Richard Egli
Pages 433–444
A Fast Poisson Solver for OpenCL using Multigrid Methods
Sebastien Noury, Samuel Boivin, Olivier Le Maître
Pages 445–471