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GPU Pro 2010
- Wolfgang Engel:
GPU Pro - Advanced Rendering Techniques. A K Peters / Taylor & Francis 2010, ISBN 978-1-56881-472-8 - Andrew Chi-Sing Leung, Tze-Yui Ho, Yi Xiao:
GPU Color Quantization. 3-13 - Tamy Boubekeur:
As Simple as Possible Tessellation for Interactive Applications. 33-39 - Milán Magdics, Gergely Klár:
Rule-Based Geometry Synthesis in Real-Time. 41-66 - Graham Hemingway:
GPU-Based NURBS Geometry Evaluation and Rendering. 67-85 - Denis Kravtsov, Oleg Fryazinov, Valery Adzhiev, Alexander A. Pasko, Peter Comninos:
Polygonal-Functional Hybrids for Computer Animation and Games. 87-114 - Michal Drobot:
Quadtree Displacement Mapping with Height Blending. 117-138 - Pedro Hermosilla, Pere-Pau Vázquez:
NPR Effects Using the Geometry Shader. 140-165 - Benjamin Hathaway:
Alpha Blending as a Post-Process. 167-184 - Matthäus G. Chajdas, Christian Eisenacher, Marc Stamminger, Sylvain Lefebvre:
Virtual Texture Mapping 101. 185-195 - Chris Wyman, Greg Nichols, Jeremy Shopf:
Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination. 199-213 - Thorsten Grosch, Tobias Ritschel:
Screen-Space Directional Occlusion. 215-230 - Péter Dancsik, László Szécsi:
Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors. 231-244 - Jan Eric Kyprianidis, Henry Kang, Jürgen Döllner:
Anisotropic Kuwahara Filtering on the GPU. 247-264 - Hugh Malan:
Edge Anti-aliasing by Post-Processing. 265-289 - László Szirmay-Kalos, László Szécsi, Anton A. Penzov:
Environment Mapping with Floyd-Steinberg Halftoning. 291-304 - Thomas Engelhardt, Carsten Dachsbacher:
Hierarchical Item Buffers for Granular Occlusion Culling. 305-314 - Dávid Illés, Peter Horváth:
Realistic Depth of Field in Postproduction. 315-326 - Kaori Kubota:
Real-Time Screen Space Cloud Lighting. 327-333 - Jorge Jimenez, Diego Gutierrez:
Screen-Space Subsurface Scattering. 335-351 - Andrea Bizzotto:
Touchscreen-Based User Interaction. 375-383 - Andrew Senior:
iPhone 3GS Graphics Development and Optimization Strategies. 385-395 - Hyunwoo Ki:
Optimizing a 3D UI Engine for Mobile Devices. 397-411 - Holger Grün:
Hybrid Min/Max Plane-Based Shadow Maps. 447-454 - Hung-Chien Liao:
ShadowMapping for Omnidirectional Light Using Tetrahedron Mapping. 455-475 - Jesús Gumbau, Miguel Chover, Mateu Sbert:
Screen Space Soft Shadows. 477-491 - Meng-Cheng Huang, Fang Liu, Xuehui Liu, Enhua Wu:
Multi-Fragment Effects on the GPU Using Bucket Sort. 495-508 - Steven Tovey, Stephen McAuley:
Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine. 509-528 - Wojciech Sterna:
Porting Code between Direct3D9 and OpenGL 2.0. 529-540 - David Pangerl:
Practical Thread Rendering for DirectX 9. 541-546 - Shalin Shodhan, Andrew Willmott:
Stylized Rendering in Spore. 549-560 - Pawel Rohleder, Maciej Jamrozik:
Rendering Techniques in Call of Juarez. 561-569 - Emil Persson:
Making it Large, Beautiful, Fast and Consistent. 571-596 - Marek Rosa:
Destructible Volumetric Terrain. 597-609 - Tze-Yui Ho, Ping-Man Lam, Chi-Sing Leung:
Parallelized Implementation of Universal Visual Computer. 613-622 - Charles-Frederik Hollemeersch, Bart Pieters, Peter Lambert, Rik Van de Walle:
Accelerating Virtual Texturing Using CUDA. 623-642 - Cyril Crassin, Fabrice Neyret, Miguel Sainz, Elmar Eisemann:
Efficient Rendering of Highly Detailed Volumetric Scenes with Giga Voxels. 643-677 - Christopher Oat, Joshua Barczak, Jeremy Shopf:
Spatial Binning on the GPU. 679-692 - Vlad Alexandrov:
Real-Time Interaction between Particles and the Dynamic Mesh onthe GPU. 693-706
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