Index of Articles

ShaderX
Section 1 - Introduction to Shader Programming
"Introduction to Vertex and Pixel Shader Programming"
by Wolfgang F. Engel
"Basic Shader Development with Shader Studio"
by John Schwab
Section 2 - Vertex Shader Tricks
"Vertex Decompression using Vertex Shaders "
by Dean Calver
"Shadow Volume Extrusion using a Vertex Shader "
by Chris Brennan
"Character Animation with Direct3D Vertex Shaders"
by David Gosselin
"Lighting A Single-Surface Object"
by Greg James
"Optimizing Software Vertex Shaders"
by Kim Pallister
"Compendium of Vertex Shader Tricks"
by Scott Le Grand
"Perlin Noise and Returning Results from Shader Programs"
by Steven Riddle and Oliver C. Zecha
Section 3 - Pixel Shader Tricks
"Blending Textures For Terrain"
by Alex Vlachos
"Image Processing with Pixel Shaders in Direct3D"
by Jason L. Mitchell
"Hallo World - Font Smoothing with Pixel Shaders"
by Steffen Bendel
"Disc or Sphere - Emulate Geometry with Shaders - Impostors "
by Steffen Bendel
"Smooth Lighting with ps.1.4"
by Steffen Bendel
"Per Pixel Fresnel Term"
by Chris Brennan
"Diffuse Cube Mapping"
by Chris Brennan
"Accurate Environment Mapped Reflections and Refractions by Adjusting for Object Distance"
by Chris Brennan
"UV Flipping Technique to Avoid Repetition"
by Alex Vlachos
"Photo Realistic Faces with Vertex and Pixel Shaders" (Featured at flipcode as IOTD)
by Kenneth L. Hurley
"Non-Photorealistic Rendering with Pixel and Vertex Shaders"
by Drew Card and Jason L. Mitchell
"Animated Grass with Pixel and Vertex Shaders"
by John Isidoro and Drew Card
"Texture Perturbation Effects"
by John Isidoro and Guennadi Riguer
"Rendering Ocean Water"
by John Isidoro, Alex Vlachos, Chris Brennan
"Rippling Refractive and Reflective Water"
by Alex Vlachos, John Isidoro and Chris Oat
"Crystal/Candy Shader"
by John Isidoro and David Gosselin
"Bubble Shader"
by John Isidoro and David Gosselin
"Per-pixel Strand Based Anisotropic Lighting"
by John Isidoro and Chris Brennan
"A Non-Integer Power Function on the Pixel Shader" (Featured on Gamasutra)
by Philippe Beaudoin and Juan Guardado
"Bump Mapped BRDF Rendering"
by Ádám Moravánszky
"Real-Time Simulation and Rendering of Particle Flows"
by Daniel Weiskopf and Matthias Hopf
Section 4 - Using 3D Textures with Shaders
"3D Textures and Pixel Shaders"
by Evan Hart
"Truly Volumetric Effects"
by Martin Kraus
Section 5 - Engine Design with Shaders
"First Thoughts on Designing a Shader-Driven Game Engine"
by Steffen Bendel
"Visualization with the Krass© Game-Engine"
by Ingo Frick
"Designing a Vertex Shader-Driven 3D Engine for the Quake III level and Shader Format " (Featured at flipcode as IOTD)
by Bart Sekura

ShaderX2 - Shader Introduction & Tutorial
“Introduction to the DirectX® 9 High Level Shading Language”
by Jason L. Mitchell and Craig Peeper
"Introduction to the vs_3_0 and ps_3_0 Shader Models”
by Nicolas Thibieroz, Kristof Beets and Aaron Burton
“Advanced lighting and shading with Direct3D 9”
by Michal Valient
“Introduction to Different Fog Effects”
by Markus Nübel
“Shadow Mapping with Direct3D 9”
by Michal Valient
“The Theory of Stencil Shadow Volumes” (features as IOTD on www.flipcode.com ; older version on www.gamedev.net)
By Hun Yen Kwoon
“Shader Development using RenderMonkeyTM”
by Natalya Tatarchuk
“Tips for creating shader-friendly 3D models”
by Gim Guan Chua

ShaderX2 - Shader Tips & Tricks

Section 1 – Geometry Manipulation Tricks
“Vertex Decompression using Vertex Shaders Part 2”
by Dean Calver
“Using lookup tables in vertex shaders”
by Carsten Wenzel
“Terrain Geomorphing in the Vertex Shader” (Complete article)
by Daniel Wagner
“3D Planets on the GPU“ (featured as IOTD on www.flipcode.com)
by Jesse Laeuchli
“Cloth Animation with Pixel and Vertex Shader 3.0”
by Kristof Beets
“Collision Shaders”
by Takashi Imagire
“Displacement Mapping”
by Tom Forsyth

Section 2 – Rendering Techniques
“Rendering Objects as Thick Volumes”
by Greg James
“Screen-aligned Particles with Minimal VertexBuffer Locking”
by O'dell Hicks
“Hemisphere Lighting With Radiosity Maps”
by Shawn Hargreaves
“Galaxy Textures” (featured as IOTD on www.flipcode.com)
by Jesse Laeuchli
“Turbulent Sun” (featured as IOTD on www.flipcode.com)
by Jesse Laeuchli
“Fragment level Phong illumination” (Complete article)
by Emil Persson
“Specular Bump mapping on pre-ps_1_4 Hardware”
by Matthew Halpin
“Rendering Voxel Objects with ps_3_0”
by Aaron Burton
“Simulating Blending Operations on Floating Point Render Targets”
by Francesco Carucci
“Rendering Volumes in a Vertex & Pixel Program by Ray Tracing”
by Eli Z. Gottlieb
“Normal Map Compression”
by Jakub Klarowicz
“Drops of Water - and Texture Sprites” (featured as IOTD on www.flipcode.com)
by Sylvain Lefebvre
“Advanced Water Effects”
by Kurt Pelzer
“Efficient Evaluation of Irradiance Environment Maps”
by Peter-Pike Sloan
“Practical Precomputed Radiance Transfer”
by Peter-Pike Sloan
“Advanced Sky Dome Rendering”
by Marco Spoerl and Kurt Pelzer
“Deferred Shading with Multiple Render Targets”
by Nicolas Thibieroz
“Meshuggah’s Effects explained”
by Carsten Wenzel
“Layered Car Paint Shader”
by Chris Oat, Natalya Tatarchuk, John Isidoro
“Motion Blur Using Geometry and Shading Distortion”
by Natalya Tatarchuk, Chris Brennan, John Isidoro, Alex Vlachos
“Simulation of Iridescence and Translucency on Thin Surfaces”
by Natalya Tatarchuk and Chris Brennan
“Floating point cube maps”
by Arkadiusz Waliszewski
“Stereoscopic rendering in hardware using shaders”
by Thomas Rued
“Hatching, Stroke Styles & Pointillism”
by Kevin Buchin and Maike Walther
“Layered Fog” (featured as IOTD on www.flipcode.com)
by Guillaume WERLE
“Linear Algebra on the GPU” (Complete article; also featured at GPGPU)
by Adam Moravansky

Section 3 – Software Shaders and Shader Programming Tips
“Software Vertex Shader Processing”
by Dean Macri
“x86 Shaders – ps_2_0 Shaders in Software” (featured as COTD on www.flipcode.com)
by Nicolas Capens
“SoftD3D – A software only implementation of Microsoft’s Direct3D API”
by Oliver Weichhold
“Named Constants in Shader Development”
by Jeffrey Kiel

Section 4 – Image Space
“Advanced Image Processing with DirectX® 9 Pixel Shaders”
by Jason L. Mitchell, Marwan Y. Ansari and Evan Hart
“Night Vision – Frame Buffer Post-Processing with ps_1_1 Hardware”
by Guillaume Werle
“Non-Photorealistic Postprocessing Filters in MotoGP 2”
by Shawn Hargreaves
“Image Effects with DirectX® 9 Pixel Shaders”
by Marwan Y. Ansari
“Using pixel shaders to implement a mosaic effect using character glyphs”
by Roger Descheneaux and Maurice Ribble
“Mandelbrot set rendering” (Complete article)
by Emil Persson
“Real-Time Depth of Field Simulation”
by Guennadi Riguer, Natalya Tatarchuk and John Isidoro

Section 5 – Shadows
“Soft Shadows”
by Flavien Brebion
“Robust ObjectID Shadows”
by Sim Dietrich
“Reverse extruded shadow volumes” (featured as IOTD on www.flipcode.com)
by Renaldas Zioma

Section 6 – 3D Engine and Tools Design
“Post-Process Fun with Effects Buffers”
by Tom Forsyth
“Shader Abstraction”
by Tom Forsyth
“Shaders under Control (Codecreatures Engine)”
by Oliver Hoeller
“Shader Integration in the Gamebryo Graphics Engine”
by Scott Sherman, Dan Amerson, Shaun Kime, and Tim Preston
“Vertex Shader Compiler”
by David Pangerl
“Shader Disassembler”
by Jean-Sebastian Luce

ShaderX 3
Section 1 – Introduction and Geometry Manipulation (Dean Calver)
1.1 Accessing and modifying topology on the GPU by Dean Calver
1.2 Rendering of Complex Formulas by Christian Kleinhuis
1.3 Deforming of Mesh Objects using HLSL by Christian Kleinhuis
1.4 Morphing between two different Objects by Ronny Burkersroda
1.5 Silhouette Geometry Shaders by Jörn Loviscach
1.6 GLSL Real-time Shader Development by Natalya Tatarchuk, Bill Licea-Kane
Section 2 - Rendering Techniques (Nicolas Thibieroz)
2.1 Parallax Mapping by Terry Welsh
2.2 Deferred Lighting on PS 3.0 with High Dynamic Range by Dean Calver
2.3 Reflections from Bumpy Surfaces by Henning Mortveit
2.4 Massively Parallel Particle Systems on the GPU by Lutz Latta
2.5 Parallax Occlusion Mapping: Self-Shadowing, Perspective-Correct Bump Mapping Using Reverse Height Map Tracing by Zoe Brawley, Natalya Tatarchuk
2.6 Improved Batching Via Texture Atlases by Matthias Wloka
2.7 A Simulation of Thermal Imaging by O'dell Hicks
2.8 Real-Time Texture-Space Skin Rendering by David Gosselin, Pedro V. Sander, Jason L. Mitchell
2.9 Dot3 Cel Shading by Ron Barbosa
2.10 Hardware Accelerated Charcoal Rendering by Markus Nuebel
2.11 Detail Texture Motion Blur by Shawn Hargreaves
2.12 Animation and display of water by Stefano Lanza
2.13 Rendering Semitransparent Layered Media by Chris Oat
2.14 Hair Rendering and Shading by Thorsten Scheuermann
2.15 Reduction of lighting calculations using Spherical Harmonics by Vlad Stamate
Section 3 - Software Shaders and Shader Programming Tips (Dean Macri)
3.1 Optimizing Dx9 Vertex Shaders for Software Vertex Processing by Kent F. Knox
3.2 Software Shaders and DirectX DLL Implementation by Nicolas Capens
3.3 Tactical Path-Finding using Stochastic Maps on the GPU by Khanh Phong Ly
3.4 FX Composer 1.5 – Standardization by Chris Maughan, Daniel Horowitz
Section 4 - Image Space (Jason L. Mitchell)
4.1 A Steerable Streak Filter by Chris Oat
4.2 Adaptive Glare by Tiago Sousa
4.3 Color Grading by Ronny Burkersroda
4.4 Improved Depth of Field Rendering by Thorsten Scheuermann, Natalya Tatarchuk
4.5 Lighting Precomputation Using the Relighting Map by Tien-Tsin Wong, Chi-Sing Leung, Kwok-Hung Choy
4.6 Shaderey – NPR Style Rendering by Aras Pranckevičius
Section 5 - Shadows (Eric Haines)
5.1 Poisson Shadow Blur by Jason Mitchell
5.2 Fractional-Disk Soft Shadows by Michal Valient, Willem H. de Boer
5.3 Fake Soft Shadows Using Precomputed Visibility Distance Functions by Aras Pranckevičius
5.4 Efficient Omnidirectional Shadow Maps by Gary King, William Newhall
Section 6 - 3D Engine Design (Tom Forsyth)
6.1 An Extensible Direct3D Resource Management System by Wessam Bahnassi
6.2 Integrating Shaders into the Vision Rendering Engine by Dag Frommhold, Florian Born
6.3 Effect Parameters Manipulation Framework by Wessam Bahnassi
6.4 Shader Visualization Systems for The Art Pipeline by Homam Bahnassi, Wessam Bahnassi
6.5 Drawing a Crowd by David Gosselin, Pedro V. Sander and Jason L. Mitchell
Section 7 -Tools Environmental Effects (Willem H. de Boer )
7.1 In-Depth Performance Analyses of DirectX9 Shading Hardware concerning Pixel Shader and Texture Performance by Joachim Diepstraten, Mike Eißele
7.2 Shaderbreaker by Magnus Österlind
7.3 Generating Shaders From HLSL Fragments by Shawn Hargreaves
Section 8 - Environmental Effects (Willem H. de Boer )
8.1 Light Shaft Rendering by Jason Mitchell
8.2 Rendering Rainbows by Clint Brewer
8.3 A Practical Analytic Model for Daylight with Shaders by Marco Spoerl
8.4 Volumetric Clouds by Jesse Laeuchli

ShaderX 4
Section 1 – Geometry Manipulation (Ken Hurley)
1.1 Better geometry batching using light buffers by Renaldas Zioma
1.2 Practical Cloth Simulation for Modern GPU by Cyril Zeller
1.3 Shader Implementation of Discrete Wavelet Transform by Tien-Tsin Wong, Chi-Sing Leung
1.4 Morph Target Animation by Christian  Kleinhuis
1.5 Real-Time Character Animation on the GPU by Michael Nischt
1.6 Skinning with AniTextures by Wessam Bahnassi
Section 2 - Rendering Techniques (Sebastien St. Laurent)
2.1 Interlaced Rendering by Oles V. Shishkovtsov
2.2 Triangle mesh tangent space calculation by Martin Mittring
2.3 Hardware-Based Ambient Occlusion by Dustin Franklin
2.4 Ambient Occlusion Fields by Janne Kontkanen, Samuli Laine
2.5 Rendering Surface Details with Relief Mapping by Fábio Policarpo, Manuel M. Oliveira
2.6 Real-time Obscurances with Color Bleeding by Alex Mendez-Feliu, M.      Sbert, J. Cata, N. Sunyer
2.7 Bump My Shiny Metal by Andrew Aksyonoff
2.8 Fog Volumes by Holger Grün, Marco Spoerl
2.9 Dynamical global illuminations using an environment map by Imagire Takashi
2.10 Real-time Rendering and Simulation of the Airbrush Media for Metallic Appearance by Joachim Diepstraten, Tibor Schütz 
2.11 Dynamic Glossy Environment Reflections Using Summed-Area Tables by Justin Henley, Thorsten Scheuermann
2.12 Real-time caustics by GPU by Masahiko Nitanda
2.13 Dot-Product for efficient detail texture mapping by Renaldas Zioma
2.14 Real-Time Environment Mapping with Equal Solid-Angle Spherical Quad-Map by Tien-Tsin  Wong, Liang Wan, Chi-Sing Leung, Ping-Man Lam
2.15 Reflective Shadow Maps by Carsten Dachsbacher

Section 3 - Image Space (Natalya Tatarchuk)
3.1 Texture Compression with Coefficient Domain Shaders by Chi-Sing Leung, Tien-Tsin Wong, Ping Man Lam
3.2 Motion Blurring Environment Maps by Jason Mitchell
3.3 Simulating the Visual Effects of a Video Recording System by Joachim Diepstraten
Section 4 - Shadows (Eric Haines)
4.1 Soft Projected Shadows by Aras Pranckevičius
4.2 Eliminate surface acne with gradient shadow mapping by Christian Schüler
4.3 Real-time soft shadows using the PDSM technique by Jean-François St-Amour, Eric Paquette, Pierre Poulin, Philippe Beaudoin
4.4 Robust Shadow Mapping with Light-Space Perspective Shadow Maps by Michael Wimmer, Daniel Scherzer
4.5 Shadowbuffer Frustum Partitioning by Tom Forsyth
Section 5 - 3D Engine Design (Tom Forsyth)
5.1 Tips and Tricks for D3DX Effects Based Renderer by Aras Pranckevicius
5.2 Post-Processing Effects using DXSAS by Gilberto Rosado
5.3 Case Study: Designing a Shader-Subsystem for a Next-Gen Graphics Engine by Wolfgang Engel
Section 6 – Beyond Pixels and Triangles (Dean Calver)
6.1 Real-time damage deformation methods by Vlad Stamate
6.2 Ray Tracing Effects without Tracing Rays by László Szirmay-Kalos, Barnabás Aszódi, István Lazányi
6.3 Implementing Ray-Tracing on the GPU by Martin Christen
6.4 GPU powered path-finding using precomputed Navigation Mesh approach by Renaldas Zioma
Section 7 - Environmental Effects (Matthias Wloka )
7.1 Winter Wonderland by Bryan Dudash
7.2 Rendering Snow Cover by Gilberto Rosado
7.3 Cached Procedural Textures for Terrain Rendering by Carsten Dachsbacher
7.4 A Dynamic Sky System by Michael Gehling
7.5 True-to-life Real-time Animation of Shallow Water on Today’s GPUs by Yung-fen Chi
Section 8 – Tools (Wolfgang Engel)
8.1 The SuperShader by Morgan McGuire
8.2 Implementing Radiosity for a Light map Precomputation Tool by Florian Born
8.3 Indicator Materials by Kurt Pelzer
8.4 Dynamic Branching on non-ps_3_0 Graphics Hardware by Emil Person
8.5 GLSL Shader Debugging with GLIntercept by Damian Trebilco
8.6 GPU Performance of DirectX 9 Per-Fragment Operations Revisited

ShaderX5 - Advanced Rendering Techniques
Section 1 – Geometry Manipulation (Wolfgang Engel)
1.1 Smoothed N-Patches by Holger Gruen
1.2 Micro-beveled Edges by Homam Bahnassi and Wessam Bahnassi
1.3 Dynamic Wrinkle Patterns and Hatching on Animated Meshes by Jörn Loviscach
1.4 Cloth without Cloth by Homam Bahnassi and Wessam Bahnassi 
Section 2 - Rendering Techniques (Kenneth Hurley)
2.1 A Simple Area Light Model for GPUs by Aick in der Au
2.2 Alpha-to-coverage in Depth by Kevin Meyers
2.3 Dynamic Parallax Occlusion Mapping with Soft Shadows by Natalya Tatarchuk
2.4 Pre-Processing of Complex, Static Scenes for Fast Real Time Graphics by Max Dennis Luesebrink and Kurt Pelzer
2.5 Overcoming Deferred Shading Drawbacks by Frank Puig Placeres
2.6 Normal Mapping without Pre-Computed Tangents by Christian Schueler
2.7 Animating Vegetation Using GPU Programs by Ali Botorabi
2.8 ZT-Buffer Algorithm by David Pangerl 
Section 3 - Image Space (Natalya Tatarchuk)
3.1 Real-Time Depth-of-Field Implemented with a Post-Processing only Technique by David Gilham
3.2 Selective Supersampling by Emil Persson
3.3 Jump Flooding – An Efficient and Effective Communication on GPU by Guodong Rong and Tiow-Seng Tan 
Section 4 - Shadows (Tom Forsyth)
4.1 Cascaded Shadow Maps by Wolfgang Engel
4.2 Multisampling Extension for Gradient Shadow Maps by Christian Schueler
4.3 Alias-free Hard Shadows with Geometry Maps by László Szécsi
4.4 Edge Masking and Per-Texel Depth Extent Propagation For Computation Culling During Shadow Mapping by John R. Isidoro
4.5 Queried Virtual Shadow Maps by Markus Giegl and Michael Wimmer
4.6 Real-time Soft Shadows with Shadow Accumulation by László Szirmay-Kalos and Barnabás Aszódi  
Section 5 – Environmental Effects (Matthias Wloka)
5.1 Spherical Billboards for Rendering Volumetric Data by Tamás Umenhoffer, László Szirmay-Kalos, and Gábor Szíjártó
5.2 Per-Pixel Lit, Light Scattering Smoke by Aurelio Reis
5.3 Volumetric Clouds and Mega Particles by Homam Bahnassi and Wessam Bahnassi
5.4 Rendering Multiple Layers of Rain with a Post-Processing Composite Effect by Natalya Tatarchuk
5.5 Animation and Rendering of Underwater God Rays by Stefano Lanza 
Section 6 – Global Illumination Effects (Carsten Dachsbacher)
6.1 Irradiance Volumes for Real Time Rendering by Chris Oat
6.2 Indirect Diffuse and Glossy Illumination on the GPU by István Lazányi and László Szirmay-Kalos
6.3 Interactive Refractions and Caustics Using Image-Space Techniques by Chris Wyman
6.4 Splatting of Diffuse and Glossy Indirect Illumination by Carsten Dachsbacher and Marc Stamminger 
Section 7 – Mobile Devices (Kristof Beets)
7.1 OpenGL ES 2.0 Shaders for Mobile Devices by Kristof Beets
7.2 OpenGL ES 2.0 Engine by Dan Ginsburg
7.3 OpenGL ES 2.0 Performance Recommendations for Mobile Devices by Kristof Beets
7.4 Real-time Tile based Texture Synthesis Using Non-rectangular Grids by Georg Kolling
7.5 Cartoon Fire Effects Using OpenGL ES 2.0 by David Minor 
Section 8 – 3D Engine Design (Wessam Bahnassi)
8.1 Post-Processing Effects in Design by Aurelio Reis
8.2 Transparent Shader Data-Binding by Dustin Franklin
8.3 Designing Plug-in Shaders with HLSL by Wessam Bahnassi
8.4 Shader System Integration: Nebula2 and 3ds Max by Kim Hyoun Woo 
Section 9 – Beyond Pixels and Triangles (Sebastien St. Laurent)
9.1 Large crowds of autonomous animated characters using fragment shaders and level of detail by Erik Millán, Benjamín Hernández, Isaac Rudomín
9.2 Interactive Image Segmentation Based on GPU Cellular Automata by Frank Nielsen
9.3 Real-time Cellular Texturing by Andrew Griffiths
9.4 Collision Detection Shader Using Cube-Maps by Rahul Sathe
9.5 A GPU Panorama Viewer for Generic Camera Models by Frank Nielsen
9.6 Explicit Early-Z Culling for Efficient Fluid Flow Simulation by Pedro V. Sander, Natalya Tatarchuk and Jason L. Mitchell
9.7 Storing and Accessing Topology on the GPU: A Case Study on Mass-Spring Systems by Carlos A. Dietrich, João L. D. Comba and Luciana P. Nedel
9.8 Implementing High-Quality PRNG on GPU by Wai-Man Pang, Tien-Tsin Wong, Pheng-Ann Heng
9.9 Printf shader for debugging pixel shaders by Alexander Ehrath  

ShaderX6 - Advanced Rendering Techniques

1. Geometry Manipulation
1.1 Fast Evaluation of Subdivision Surfaces on Direct3D 10 Graphics Hardware by György Antal and László Szirmay-Kalos
1.2 Improved Appearance Variety for Geometry Instancing by Jonathan Maïm and Daniel Thalmann
1.3 Implementing Real-Time Mesh Simplification Using Programmable Geometry Pipeline on GPU by Christopher DeCoro and Natalya Tatarchuk

2.Rendering Techniques
2.1 Care and Feeding of Normal Vectors by Joern Loviscach
2.2 Computing Per-Pixel Object Thickness in a Single Render Pass by Christopher Oat and Thorsten Scheuermann
2.3 Filtered Tilemaps by Sylvain Lefebvre
2.4 Parallax Occlusion Mapping Special Feature Rendering by Jason Zink
2.5 Uniform Cubemap for Dynamic Environments by Tze-Yui Ho, Chi-Sing Leung and Tien-Tsin Wong
2.6 Isocube A Cubemap with Uniformly Distributed and Equally Important Texels by Liang Wan, Tien -Tsin Wong and Chi-Sing Leung
2.7 Practical Geometry Clipmaps for Rendering Terrains in Computer Games by Rafael P. Torchelsen, João L. D. Comba, and Rui Bastos
2.8 Efficient and Practical TileTrees by Carsten Dachsbacher and Sylvain Lefebvre
2.9 Quantized Ring Clipping by David Pangerl
 
3.Image Space
3.1 GPU-Based Active Contours for Real-Time Object Tracking by Natasha Tatarchuk
3.2 Post-tonemapping resolve for high quality HDR antialiasing in D3D10 by Emil Persson
3.3 A Fast, Small-Radius GPU Median Filter by Morgan McGuire
3.4 Per-pixel Motion Blur for Wheels by Damyan Pepper
3.5 Deferred Rendering using a Stencil Routed K-Buffer by Louis Bavoil and Kevin Myers
3.6 HDR meets Black&White 2 by Francesco Caruzzi
3.7 Robust Order-Independent Transparency via Reverse Depth Peeling in DirectX® 10 by Nick Thibieroz
   
4.Shadows
4.1Stable rendering of cascaded shadow maps by Michal Valient
4.2    Approximate Cumulative Distribution Function Shadow Mapping by Holger Gruen
4.3   Rendering Filtered Shadows with Exponential Shadow Maps by Marco Salvi
4.4   Fitted Virtual Shadow Maps and Shadow Fog by Markus Giegl
4.5   Removing Shadow Volume Artifacts by Spatial Adjustment by Chi-Sing Leung, Tze-Yui Ho and Tien-Tsin Wong

5 Environmental Effects
5.1 Rendering Realistic Ice Objects by Anders Nivfors
5.2 Sunlight with Volumetric Light Rays by Pawel Rohleder
5.3 Procedural Ocean Effects by László Szécsi and Khashayar Arman

6 Global Illumination
6.1 Practical Methods for a PRT-based Shader Using Spherical Harmonics by Jerome Ko, Manchor Ko and Matthias Zwicker
6.2 Incremental Instant Radiosity by Hannu Saransaari, Samuli Laine, Janne Kontkanen, Jaakko Lehtinen and Timo Aila
6.3 Real Time Photon Mapping Approximation on the GPU by Vlad Stamate
6.4 Interactive Global Illumination with Precomputed Radiance Maps by Laszlo Szecsi, László Szirmay-Kalos, and Mateu Sbert

7 Handheld Devices
7.1 Shaders Gone Mobile Porting from Direct3D 9.0 to Open GL ES 2.0 by Mikey Wetzel
7.2 Efficiently Using Tile-Based GPUs on Mobile Phones by Maurice Ribble
7.3 Maximal Performance and Image Quality with Minimal Precision by Ken Catterall
7.4 Implementing Graphical Benchmark in OpenGL ES 2.0 by Szabolcs Horvath, Csaba Keszegh and Laszlo Kishonti
7.5 Every Cycle Counts Level of Detail Shaders by Kristof Beets
7.6 Shadow Techniques for OpenGL ES 2.0 by JonathanFeldstein

8 3D Engine Design
8.1 A Flexible Material System in Design by Maxime Beaudoin
8.2 3D Engine Tools with C++CLI by Wessam Bahnassi
8.3 Efficient HDR Texture Compression by Tze-Yui Ho and Chi-Sing Leung

9 Beyond Pixels & Triangles
9.1 An Interactive Tour of Voronoi Diagrams on the GPU by Frank Nielsen
9.2 AMD DirectX® 10 Performance Tools and Techniques by Jonathan Zarge, Seth Sowerby and Guennadi Riguer
9.3 Real-Time Audio Processing on the GPU by Fernando Trebien and Manuel M. Oliveira
9.4 n-Body Simulations on the GPU by Jesse Laeuchli 

ShaderX7 - Advanced Rendering Techniques

Table of Content
Section 1 Geometry Manipulation
1.1 Scalar to Polygonal Extracting Isosurfaces Using Geometry Shaders by Natalya Tatarchuk, Jeremy Shopf, and Chris DeCoro
1.2 Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details by Carlos A. Dietrich, Luciana P. Nedel and João L. D. Comba
1.3 Dynamic Terrain Rendering on GPU Using Real-Time Tessellation by Natalya Tatarchuk

1.4 Adaptive Re-Meshing for Displacement Mapping by Rafael P. Torchelsen, Carlos A. Dietrich, Luís Fernando, M. S. Silva, Rui Bastos, and João L. D. Comba
1.5 Fast Tessellation of Quadrilateral Patches for Dynamic Level of Details by Carlos A. Dietrich, Luciana P. Nedel and João L. D. Comba
Section 2 Rendering Techniques
2.1 Quick Noise for GPUs by Doug E. Smith
2.2 Efficient Soft Particles by Gilberto Rosado
2.3 Simplified High Quality Anti-aliased Lines by Stephen Coy
2.4 Fast Skin Shading by John Hable, George Borshukov, and Jim Hejl
2.5 An Efficient and Physically Plausible Real Time Shading Model by Christian Schüler
2.6 Graphics Techniques in Crackdown by Hugh Malan
2.7 Deferred Rendering Transparency by David Pangerl 
2.8 Deferred Shading with Multisampling Anti-Aliasing in DirectX® 10 by Nicolas Thibieroz
2.9 Light Indexed Deferred Rendering by Damian Trebilco
Section 3 Image Space
3.1 Efficient Post-processing with Importance Sampling by Balázs Tóth, László Szirmay-Kalos, and Tamás Umenhoffer
3.2 Efficient Real-Time Motion Blur for Multiple Rigid Objects by Ben Padget
3.3 Real-time Flow-based Image Abstraction by Jan Eric Kyprianidis and Jürgen Döllner
Section 4 Shadows
4.1 Practical Cascaded Shadow Maps by Fan Zhang, Alexander Zaprjagaev, Allan Bentham
4.2 A Hybrid Method for Interactive Shadows in Homogeneous Media by Chris Wyman and Shaun Ramsey
4.3 Real-time dynamic shadows for image-based lighting by Mark Colbert, Jaroslav Křivánek
4.4 Facetted Shadow Mapping for Large Dynamic Game Environments by Ray Tran
Section 5 Environment Effects
5.1 Dynamic Weather Effects by Charlie Birtwistle and Stephen McAuley
5.2 Interactive Hydraulic Erosion on the GPU by Ondřej Šťava, Bedřich Beneš, and Jaroslav Křivánek
5.3 Advanced Geometry for Complex Sky Representation by James Sun
Section 6 Global Illumination
6.1 Screen Space Ambient Occlusion by Vladimir Kajalin
6.2 Image-Space Horizon-Based Ambient Occlusion by Louis Bavoil and Miguel Sainz
6.3 Deferred Occlusion from Analytic Surfaces by Jeremy Shopf, Joshua Barczak, Thorsten Scheuermann, Christopher Oat
6.4 Fast Fake Global Illumination by Emmanuel Briney, Victor Ceitelis and David Crémoux
6.5 Real-Time Subsurface Scattering using Shadow Maps by Hyunwoo Ki
6.6 Instant radiosity with GPU photon tracing and approximate indirect shadows by László Szécsi
6.7 Variance methods for Screen-Space Ambient Occlusion by Angelo Pesce
6.7 Per-Pixel Ambient Occlusion using Geometry Shaders by Dave Bookout
Section 7 Handheld Devices
7.1 Optimizing your first OpenGL ES Applications by Kristof Beets, Mikael Gustavsson, Erik Olsson
7.2 Optimised Shaders for Advanced Graphical User Interfaces by Ken Catterall
7.3 Facial Animation for Mobile GPUs by Andrew Senior
7.4 Augmented Reality on Mobile Phones by Daniel Wagner, Lukas Gruber, Dieter Schmalstieg
Section 8 3D Engine Design
8.1 Cross platform rendering thread: design and implementation by Guillaume Blanc
8.2 Advanced GUI system for games by Paweł Rohleder
8.3 Automatic Load Balancing Shader Framework by Gabriyel Wong and Jianliang Wang
8.4 Game Engine Friendly Occlusion Culling by Jiri Bittner, Oliver Mattausch, Michael Wimmer
8.5 Designing a Renderer for Multiple Lights - The Light Pre-Pass Renderer – by Wolfgang Engel
8.6 Using LUV color space with the Light Pre-Pass Renderer by Pat Wilson
8.7 Elemental Engine II by Kenneth Hurley
Section 9 Beyond Pixels & Triangles
9.1 Sliced Grid: A Memory and Computationally Efficient Data Structure for Particle-based Simulation on the GPU by Takahiro Harada
9.2 Free-Viewpoint Video on the GPU by Marcos Avilés and Francisco Morán
9.3 A Volume Shader for Quantum Voronoi Diagrams inside the 3D Bloch Ball by Frank NIELSEN
9.4 Packing Arbitrary Bit Fields into 16-bit Floating-point Render Targets in DirectX®10 by Nicolas Thibieroz
9.5 Interactive Image Morphing Using Thin-Plate Spline by Xiaopei Liu, Liang Wan, Xuemiao Xu, Tien-Tsin Wong, Chi-Sing Leung

Section 1 Mathematics
1.1   GPU Color quantization by Chi Sing Leung, Tze-Yui Ho and Yi Xiao
1.2   Visualize Your Shadow Map Techniques by Fan Zhang, Chong Zhao and Adrian Egli
Section 2 Geometry Manipulation
2.1 As-Simple-As Possible Tessellation for Interactive Applications by Tamy Boubekeur
2.2 Rule-based Geometry Synthesis in Real-time by Milan Magdics and Gergely Klar
2.3 GPU-based NURBS Geometry Evaluation and Rendering by Graham Hemingway
2.4 Polygonal-Functional Hybrids for Computer Animation and Games by D. Kravtsov, O. Fryazinov, V. Adzhiev, A. Pasko, P. Comninos
Section 3 Rendering Techniques
3.1 Quad-tree Displacement Mapping with Height Blending by Michał Drobot
3.2 NPR effects using the Geometry Shader by Pedro Hermosilla and Pere-Pau Vazquez
3.3 Alpha Blending as a Post-Process by Benjamin Hathaway
3.4 Virtual Texture Mapping 101 by Matthaus G. Chajdas, Christian Eisenacher, Marc Stamminger, Sylvain Lefebvre
3.5 Volume Decals by Emil Persson
Section 4 Global Illumination
4.1 Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination by Chris Wyman, Greg Nichols and Jeremy Shopf
4.2 Screen-Space Directional Occlusion by Thorsten Grosch and Tobias Ritschel
4.3 Real-time multi-bounce ray-tracing with geometry impostors by Peter Dancsik and Laszlo Szecsi
Section 5 Image Space
5.1 Anisotropic Kuwahara Filtering on the GPU by Jan Eric Kyprianidis, Henry Kang and Jürgen Döllner
5.2 Edge Anti-aliasing by Post-Processing by Hugh Malan
5.3 Environment Mapping with Floyd-Steinberg Halftoning by Laszlo Szirmay-Kalos, Laszlo Szecsi, and
Anton Penzov
5.4 Hierarchical Item Buffers for Granular Occlusion Culling by Thomas Engelhardt and Carsten Dachsbacher
5.5 Realistic Depth-of-Field in Post-Production by David Illes and Peter Horvath
5.6 Real-Time Screen Space Cloud Lighting by Kaori Kubota
5.7 Screen-Space Subsurface Scattering by Jorge Jimenez and Diego Gutierrez
Section 6 Handheld Devices
6.1 Migration to OpenGL ES 2.0 by Ken Catterall
6.2 Touchscreen-based user interaction by Andrea Bizzotto
6.3 iPhone 3GS Graphics Development and Optimization Strategies by Andrew Senior
6.4 Optimizing a 3D UI Engine for Mobile Devices by Hyunwoo Ki
Section 7 Shadows
7.1 Fast Conventional Shadow Filtering by Holger Gruen
7.2 Hybrid Min-MaxPlane-Based by Holger Gruen
7.3 Shadow Mapping for Omni-Directional Light Using Tetrahedron Mapping by Hung-Chien Liao
7.4 Screen Space Soft Shadows by Jesus Gumbau, Miguel Chover and Mateu Sbert
Section 8 3D Engine Design
8.1 Multi-Fragment Effects on the GPU using Bucket Sort by Meng-Cheng Huang, Fang Liu, Xue-Hui Liu
and En-Hua Wu
8.2 Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine™ by Steven Tovey and Stephen McAuley
8.3 Porting code between Direct3D9 and OpenGL 2.0 by Wojciech Sterna
8.4 Practical Thread Rendering for DirectX 9 by David Pangerl
Section 9 Game Postmortems
9.1 Stylized Rendering in Spore by Shalin Shodhan and Andrew Willmott
9.2 Rendering Techniques in Call of Juarez: Bound in Blood by Paweł Rohleder and Maciej Jamrozik
9.3 Making it large, beautiful, fast and consistent – Lessons learned developing Just Cause 2 by Emil Persson
9.4 Destructible Volumetric Terrain by Marek Rosa
Section 10 Beyond Pixels & Triangles
10.1 Parallelized Implementation of Universal Visual Computer by Tze-Yui Ho, Ping-Man Lam and Chi-Sing Leung
10.2 Accelerating Virtual Texturing using CUDA by Charles-Frederik Hollemeersch, Bart Pieters,
Peter Lambert, and Rik Van de Walle
10.3 Efficient Rendering of Highly Detailed Volumetric Scenes With GigaVoxels by Cyril Crassin, Fabrice Neyret, Miguel Sainz, and Elmar Eisemann
10.4 Spatial Binning on the GPU by Christopher Oat, Joshua Barczak and Jeremy Shopf
10.5 Real-Time Interaction between Particles and Dynamic Mesh on GPU by Vlad Alexandrov

GPU Gems

NATURAL EFFECTS
Effective Water Simulation from Physical Models
Mark Finch (Cyan Worlds)
Rendering Water Caustics
Juan Guardado (NVIDIA) and Daniel Sánchez-Crespo (Universitat Pompeu Fabra / Novarama Technology)
Skin in the “Dawn” Demo
Curtis Beeson and Kevin Bjorke (NVIDIA)
Animation in the “Dawn” Demo
Curtis Beeson (NVIDIA)

Implementing Improved Perlin Noise
Ken Perlin (New York University)
Fire in the “Vulcan” Demo
Hubert Nguyen (NVIDIA)
Rendering Countless Blades of Waving Grass
Kurt Pelzer (Piranha Bytes)
Simulating Diffraction
Jos Stam (Alias Systems)

LIGHTING AND SHADOWS
Efficient Shadow Volume Rendering
Morgan McGuire (Brown University)
Cinematic Lighting
Fabio Pellacini and Kiril Vidimce (Pixar Animation Studios)
Shadow Map Antialiasing
Michael Bunnell (NVIDIA) and Fabio Pellacini (Pixar Animation Studios)
Omnidirectional Shadow Mapping
Philipp Gerasimov (iXBT.com)
Generating Soft Shadows Using Occlusion Interval Maps
William Donnelly (University of Waterloo) and Joe Demers (NVIDIA)
Perspective Shadow Maps: Care and Feeding
Simon Kozlov (Softlab-NSK)
Managing Visibility for Per-Pixel Lighting
John O’Rorke (Monolith Productions)

MATERIALS
Real-Time Approximations to Subsurface Scattering
Simon Green (NVIDIA)
Ambient Occlusion
Matt Pharr and Simon Green (NVIDIA)
Spatial BRDFs
David McAllister (NVIDIA)
Finite-Radius Sphere Environment Mapping
Kevin Bjorke (NVIDIA)
Texture Bombing
R. Steven Glanville (NVIDIA)

IMAGE PROCESSING
Real-Time Glow
Greg James (NVIDIA) and John O’Rorke (Monolith Productions)
Color Controls
Kevin Bjorke (NVIDIA)
Depth of Field: A Survey of Techniques
Joe Demers (NVIDIA)
High-Quality Filtering
Kevin Bjorke (NVIDIA)
Fast Filter Width Estimates with Texture Maps
Matt Pharr (NVIDIA)
The OpenEXR File Format
Florian Kainz, Rod Bogart, and Drew Hess (Industrial Light & Magic)
A Framework for Image Processing
Frank Jargstorff (NVIDIA)

PERFORMANCE AND PRACTICALITIES
Graphics Pipeline Performance
Cem Cebenoyan (NVIDIA)
Efficient Occlusion Culling
Dean Sekulic (Croteam)
The Design of FX Composer
Christopher Maughan (NVIDIA)
Using FX Composer
Christopher Maughan (NVIDIA)
An Introduction to Shader Interfaces
Matt Pharr (NVIDIA)
Converting Production RenderMan Shaders to Real-Time
Steve Marshall (Sony Pictures Imageworks)
Integrating Hardware Shading into Cinema 4D
Jörn Loviscach (Hochschule Bremen)
Leveraging High-Quality Software Rendering Effects in Real-Time Applications
Alexandre Jean Claude and Marc Stevens (Softimage)
Integrating Shaders into Applications
John O’Rorke (Monolith Productions)

BEYOND TRIANGLES
A Toolkit for Computation on GPUs
Ian Buck and Tim Purcell (Stanford University)
Fast Fluid Dynamics Simulation on the GPU
Mark Harris (University of North Carolina at Chapel Hill)
Volume Rendering Techniques
Milan Ikits (University of Utah), Joe Kniss (University of Utah), Aaron Lefohn (University of California, Davis), and Charles Hansen (University of Utah)
Applying Real-Time Shading to 3D Ultrasound Visualization
Thilaka Sumanaweera (Siemens Medical Solutions USA, Inc.)
Real-Time Stereograms
Fabio Policarpo (Paralelo Computação Ltda.)
Deformers
Eugene d’Eon (University of Waterloo)

GPU Gems 2

GEOMETRIC COMPLEXITY
Towards Photorealism in Virtual Botany
David Whatley (Simutronics Corporation)
Terrain Rendering using GPU-Based Geometry Clipmaps
Arul Asirvatham and Hugues Hoppe (Microsoft Research)
Inside Geometry Instancing
Francesco Carucci (Lionhead Studios)
Segment Buffering
Jon Olick (2015)
Optimizing Resource Management with Multi-Streaming
Kurt Pelzer and Oliver Hoeller (Piranha Bytes)
Hardware Occlusion Queries Made Useful
Michael Wimmer and Jiri Bittner (Vienna University of Technology)
Adaptive Tessellation of Subdivision Surfaces with Displacement Mapping
Michael Bunnell (NVIDIA Corporation)
Per-Pixel Displacement Mapping with Distance Functions
William Donnelly (University of Waterloo)

SHADING, LIGHTING, AND SHADOWS
Deferred Shading in STALKER
Oles Shishkovtsov (GSC Game World)
Real-Time Computation of Dynamic Irradiance Environment Maps
Gary King (NVIDIA Corporation)
Approximate Bidirectional Texture Functions
Jan Kautz (Massachusetts Institute of Technology)
Tile-Based Texture Mapping
Li-Yi Wei (NVIDIA Corporation)
Implementing the Mental Images Phenomena Renderer on the GPU
Martin-Karl Lefrançois (mental images)
Dynamic Ambient Occlusion and Indirect Lighting
Michael Bunnell (NVIDIA Corporation)
Blueprint Rendering and "Sketchy Drawings"
Marc Nienhaus and Jürgen Döllner (University of Potsdam)
Accurate Atmospheric Scattering
Sean O'Neil
Efficient Soft-Edged Shadows Using Pixel Shader Branching
Yury Uralsky (NVIDIA Corporation)
Using Vertex Texture Displacement for Realistic Water Rendering
Yuri Kryachko (1C: Maddox Games)
Generic Refraction Simulation
Tiago Sousa (Crytek)

HIGH-QUALITY RENDERING
Fast Third-Order Texture Filtering
Christian Sigg (ETH Zurich) and Markus Hadwiger (VRVis Research Center)
High Quality Antialiased Rasterization
Dan Wexler and Eric Enderton (NVIDIA Corporation)
Fast Prefiltered Lines
Eric Chan and Frédo Durand (Massachusetts Institute of Technology)
Hair Animation and Rendering in the Nalu Demo
Hubert Nguyen and William Donnelly (NVIDIA Corporation)
Using Lookup Tables to Accelerate Color Transformations
Jeremy Selan (Sony Pictures Imageworks)
GPU Image Processing in Apple's Motion
Pete Warden (Apple)
Implementing Improved Perlin Noise
Simon Green (NVIDIA Corporation)
Advanced High-Quality Filtering
Justin Novosad (discreet)
Mipmap Level Measurement
Iain Cantlay (Climax Entertainment)

GENERAL PURPOSE COMPUTATION ON GPUS: A PRIMER
Streaming Architectures and Technology Trends
John Owens (University of California, Davis)
The GeForce 6 Series GPU Architecture
Emmett Kilgariff and Randima Fernando (NVIDIA Corporation)
Mapping Computational Concepts to GPUs
Mark Harris (NVIDIA Corporation)
GPU Computation Strategies and Tips
Ian Buck (Stanford University)
Implementing Efficient Parallel Data Structures on GPUs
Aaron Lefohn (University of California, Davis), Joe Kniss (University of Utah), John Owens (University of California, Davis)
GPU Flow Control Idioms
Mark Harris (NVIDIA Corporation) and Ian Buck (Stanford University)
GPU Program Optimization
Cliff Woolley (University of Virginia)
Stream Reduction Operations for GPGPU Applications
Daniel Horn (Stanford University)

IMAGE-ORIENTED COMPUTING
Octree Textures on the GPU
Sylvain Lefebvre, Samuel Hornus, and Fabrice Neyret (GRAVIR/IMAG - INRIA)
High-Quality Global Illumination Rendering Using Rasterization
Toshiya Hachisuka (The University of Tokyo)
Global Illumination using Progressive Refinement Radiosity
Greg Coombe (University of North Carolina at Chapel Hill) and Mark Harris (NVIDIA Corporation)
Computer Vision on the GPU
James Fung (University of Toronto)
Deferred Filtering: Rendering from Difficult Data Formats
Joe Kniss (University of Utah), Aaron Lefohn, and Nathaniel Fout (University of California, Davis)
Conservative Rasterization
Jon Hasselgren, Tomas Akenine-Möller, and Lennart Ohlsson (Lund University)

SIMULATION AND NUMERICAL ALGORITHMS
GPU Computing for Protein Structure Prediction
Paulius Micikevicius (Armstrong Atlantic State University)
A GPU Framework for Solving Systems of Linear Equations
Jens Krüger and Rüdiger Westermann (Technische Universität München)
Options Pricing on the GPU
Craig Kolb and Matt Pharr (NVIDIA Corporation)
Improved GPU Sorting
Peter Kipfer and Rüdiger Westermann (Technische Universität München)
Flow Simulation with Complex Boundaries
Wei Li (Siemens Corporate Research), Zhe Fan, Xiaoming Wei, and Arie Kaufman (Stony Brook University)
Medical Image Reconstruction with the FFT
Thilaka Sumanaweera and Donald Liu (Siemens Medical Solutions USA, Inc.)

GPU Gems 3

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 Kr?ivánek, 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