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Last Updated: 04 / 02 / 2008

GPU Gems 3

Welcome to the home page for GPU Gems 3, winner of Game Developer Magazine's 2007 Front Line Award for books. Like its predecessors, GPU Gems 3 is in full color, hard bound and approximately 1000 pages. We invite you to read this page to learn more about the book.

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From the Back Cover


“This third volume of the best-selling GPU Gems series provides a snapshot of today’s latest Graphics Processing Unit (GPU) programming techniques. The programmability of modern GPUs allows developers to not only distinguish themselves from one another but also to use this awesome processing power for non-graphics applications, such as physics simulation, financial analysis, and even virus detection—particularly with the CUDA architecture. Graphics remains the leading application for GPUs, and readers will find that the latest algorithms create ultra-realistic characters, better lighting, and post-rendering compositing effects.”

“The GPU Gems series features a collection of the most essential algorithms required by Next-Generation 3D Engines.”
  Martin Mittring, Lead Graphics Programmer, Crytek


GPU Gems 3 Includes contributors from:

3Dfacto
Adobe Systems
Apple
Budapest University of
Technology and Economics
CGGVeritas
The Chinese University of Hong Kong
Cornell University
Crytek
Czech Technical University in Prague
Dartmouth College
Digital Illusions Creative
Entertainment
Eindhoven University of Technology
Electronic Arts
Havok
Helsinki University of Technology
Imperial College London
Infinity Ward
Juniper Networks
LaBRI–INRIA, University of Bordeaux
mental images
Microsoft Research
Move Interactive
NCsoft Corporation
NVIDIA Corporation
Perpetual Entertainment
Playlogic Game Factory
Polytime
Rainbow Studios
SEGA Corporation
UFRGS (Brazil)
Ulm University
University of California, Davis
University of Central Florida
University of Copenhagen
University of Girona
University of Illinois at Urbana-Champaign
University of North Carolina at Chapel Hill
University of Tokyo
University of Waterloo


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

gems3_endpapers.jpg


Table of Contents
Download the detailed .pdf version


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


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


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 Krˇivánek, Czech Technical University in Prague


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


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


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












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