
Last Updated:
12
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08
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2008
GPU Gems 3
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 here to start reading!
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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
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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
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EditorsGPU 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 ContentsDownload the
detailed .pdf version
Table of Contents Download the
detailed .pdf version
Chapter 1: Generating Complex Procedural Terrains Using the GPURyan Geiss, NVIDIA Corporation
Chapter 2: Animated Crowd RenderingBryan Dudash, NVIDIA Corporation
Chapter 3: DirectX 10 Blend Shapes: Breaking the LimitsTristan Lorach, NVIDIA Corporation
Chapter 4: Next-Generation SpeedTree RenderingAlexander Kharlamov, NVIDIA Corporation
Iain Cantlay, NVIDIA Corporation
Yury Stepanenko, NVIDIA Corporation
Chapter 5: Generic Adaptive Mesh RefinementTamy Boubekeur, LaBRI–INRIA, University of Bordeaux
Christophe Schlick, LaBRI–INRIA, University of Bordeaux
Chapter 6: GPU-Generated Procedural Wind Animations for TreesRenaldas Zioma, Electronic Arts/Digital Illusions CE
Chapter 7: Point-Based Visualization of Metaballs on a GPUKees van Kooten, Playlogic Game Factory
Gino van den Bergen, Playlogic Game Factory
Alex Telea, Eindhoven University of Technology
Chapter 8: Summed-Area Variance Shadow MapsAndrew Lauritzen, University of Waterloo
Chapter 9: Interactive Cinematic Relighting with Global IlluminationFabio Pellacini, Dartmouth College
Miloš Hašan, Cornell University
Kavita Bala, Cornell University
Chapter 10: Parallel-Split Shadow Maps on Programmable GPUsFan 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 ShadersMartin Stich, mental images
Carsten Wächter, Ulm University
Alexander Keller, Ulm University
Chapter 12: High-Quality Ambient OcclusionJared Hoberock, University of Illinois at Urbana-Champaign
Yuntao Jia, University of Illinois at Urbana-Champaign
Chapter 13: Volumetric Light Scattering as a Post-ProcessKenny Mitchell, Electronic Arts
Chapter 14: Advanced Techniques for Realistic Real-Time Skin RenderingEugene d’Eon, NVIDIA Corporation
David Luebke, NVIDIA Corporation
Chapter 15: Playable Universal CaptureGeorge Borshukov, Electronic Arts
Jefferson Montgomery, Electronic Arts
John Hable, Electronic Arts
Chapter 16: Vegetation Procedural Animation and Shading in CrysisTiago Sousa, Crytek
Chapter 17: Robust Multiple Specular Reflections and RefractionsTamás 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 MappingFabio Policarpo, Perpetual Entertainment
Manuel M. Oliveira, Instituto de Informática—UFRGS
Chapter 19: Deferred Shading in Tabula RasaRusty Koonce, NCsoft Corporation
Chapter 20: GPU-Based Importance SamplingMark Colbert, University of Central Florida
Jaroslav Kr?ivánek, Czech Technical University in Prague
Chapter 21: True ImpostorsEric Risser, University of Central Florida
Chapter 22: Baking Normal Maps on the GPUDiogo Teixeira, Move Interactive
Chapter 23: High-Speed, Off-Screen ParticlesIain Cantlay, NVIDIA Corporation
Chapter 24: The Importance of Being LinearLarry Gritz, NVIDIA Corporation
Eugene d’Eon, NVIDIA Corporation
Chapter 25: Rendering Vector Art on the GPUCharles Loop, Microsoft Research
Jim Blinn, Microsoft Research
Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image ProcessingRalph Brunner, Apple
Frank Doepke, Apple
Bunny Laden, Apple
Chapter 27: Motion Blur as a Post-Processing EffectGilberto Rosado, Rainbow Studios
Chapter 28: Practical Post-Process Depth of FieldEarl Hammon, Jr., Infinity Ward
Chapter 29: Real-Time Rigid Body Simulation on GPUsTakahiro Harada, University of Tokyo
Chapter 30: Real-Time Simulation and Rendering of 3D FluidsKeenan Crane, University of Illinois at Urbana-Champaign
Ignacio Llamas, NVIDIA Corporation
Sarah Tariq, NVIDIA Corporation
Chapter 31: Fast N-Body Simulation with CUDALars Nyland, NVIDIA Corporation
Mark Harris, NVIDIA Corporation
Jan Prins, University of North Carolina at Chapel Hill
Chapter 32: Broad-Phase Collision Detection with CUDAScott Le Grand, NVIDIA Corporation
Chapter 33: LCP Algorithms for Collision Detection Using CUDAPeter Kipfer, Havok
Chapter 34: Signed Distance Fields Using Single-Pass GPU Scan Conversion of TetrahedraKenny Erleben, University of Copenhagen
Henrik Dohlmann, 3Dfacto R&D
Chapter 35: Fast Virus Signature Matching on the GPUElizabeth Seamans, Juniper Networks
Thomas Alexander, Polytime
Chapter 36: AES Encryption and Decryption on the GPUTakeshi Yamanouchi, SEGA Corporation
Chapter 37: Efficient Random Number Generation and Application Using CUDALee Howes, Imperial College London
David Thomas, Imperial College London
Chapter 38: Imaging Earth’s Subsurface Using CUDABernard Deschizeaux, CGGVeritas
Jean-Yves Blanc, CGGVeritas
Chapter 39: Parallel Prefix Sum (Scan) with CUDAMark Harris, NVIDIA Corporation
Shubhabrata Sengupta, University of California, Davis
John D. Owens, University of California, Davis
Chapter 40: Incremental Computation of the GaussianKen Turkowski, Adobe Systems
Chapter 41: Using the Geometry Shader for Compact and Variable-Length GPU FeedbackFranck Diard, NVIDIA Corporation