GPU Gems 2 isn't meant to simply adorn your bookshelf—it's required reading for anyone trying to keep pace with the rapid evolution of programmable graphics. If you're serious about graphics, this book will take you to the edge of what the GP, GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose Computation4 out of 5 stars based on 2 reviews
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Ch. 1 | Toward photorealism in virtual botany | 7 |
Ch. 2 | Terrain rendering using GPU-based geometry clipmaps | 27 |
Ch. 3 | Inside geometry instancing | 47 |
Ch. 4 | Segment buffering | 69 |
Ch. 5 | Optimizing resource management with multistreaming | 75 |
Ch. 6 | Hardware occlusion queries made useful | 91 |
Ch. 7 | Adaptive tessellation of subdivision surfaces with displacement mapping | 109 |
Ch. 8 | Per-pixel displacement mapping with distance functions | 123 |
Ch. 9 | Deferred shading in S.T.A.L.K.E.R. | 143 |
Ch. 10 | Real-time computation of dynamic irradiance environment maps | 167 |
Ch. 11 | Approximate bidirectional texture functions | 177 |
Ch. 12 | Tile-based texture mapping | 189 |
Ch. 13 | Implementing the mental images phenomena renderer on the GPU | 201 |
Ch. 14 | Dynamic ambient occlusion and indirect lighting | 223 |
Ch. 15 | Blueprint rendering and "sketchy drawings" | 235 |
Ch. 16 | Accurate atmospheric scattering | 253 |
Ch. 17 | Efficient soft-edged shadows using pixel shader branching | 269 |
Ch. 18 | Using vertex texture displacement for realistic water rendering | 283 |
Ch. 19 | Generic refraction simulation | 295 |
Ch. 20 | Fast third-order texture filtering | 313 |
Ch. 21 | High-quality antialiased rasterization | 331 |
Ch. 22 | Fast prefiltered lines | 345 |
Ch. 23 | Hair animation and rendering in the Nalu demo | 361 |
Ch. 24 | Using lookup tables to accelerate color transformations | 381 |
Ch. 25 | GPU image processing in Apple's motion | 393 |
Ch. 26 | Implementing improved Perlin noise | 409 |
Ch. 27 | Advanced high-quality filtering | 417 |
Ch. 28 | Mipmap-level measurement | 437 |
Ch. 29 | Streaming architectures and technology trends | 457 |
Ch. 30 | The GeForce 6 series GPU architecture | 471 |
Ch. 31 | Mapping computational concepts to GPUs | 493 |
Ch. 32 | Taking the plunge into GPU computing | 509 |
Ch. 33 | Implementing efficient parallel data structures on GPUs | 521 |
Ch. 34 | GPU flow-control idioms | 547 |
Ch. 35 | GPU program optimization | 557 |
Ch. 36 | Stream reduction operations for GPGPU applications | 573 |
Ch. 37 | Octree textures on the GPU | 595 |
Ch. 38 | High-quality global illumination rendering using rasterization | 615 |
Ch. 39 | Global illumination using progressive refinement radiosity | 635 |
Ch. 40 | Computer vision on the GPU | 649 |
Ch. 41 | Deferred filtering : rendering from difficult data formats | 667 |
Ch. 42 | Conservative rasterization | 677 |
Ch. 43 | GPU computing for protein structure prediction | 695 |
Ch. 44 | A GPU framework for solving systems of linear equations | 703 |
Ch. 45 | Options pricing on the GPU | 719 |
Ch. 46 | Improved GPU sorting | 733 |
Ch. 47 | Flow simulation with complex boundaries | 747 |
Ch. 48 | Medical image reconstruction with the FFT | 765 |
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