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Preface
PART I: GEOMETRY Chapter 1. Generating Complex Procedural Terrains Using the GPU Chapter 2. Animated Crowd Rendering Chapter 3. DirectX 10 Blend Shapes: Breaking the Limits Chapter 4. Next-Generation SpeedTree Rendering Chapter 5. Generic Adaptive Mesh Refinement Chapter 6. GPU-Generated Procedural Wind Animations for Trees Chapter 7. Point-Based Visualization of Metaballs on a GPU PART II: LIGHT AND SHADOWS Chapter 8. Summed-Area Variance Shadow Maps Chapter 9. Interactive Cinematic Relighting with Global Illumination Chapter 10. Parallel-Split Shadow Maps on Programmable GPUs Chapter 11. Efficient and Robust Shadow Volumes Using Hierarchical Occlusion Culling and Geometry Shaders Chapter 12. High-Quality Ambient Occlusion Chapter 13. Volumetric Light Scattering as a Post-Process PART III: RENDERING Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering Chapter 15. Playable Universal Capture Chapter 16. Vegetation Procedural Animation and Shading in Crysis Chapter 17. Robust Multiple Specular Reflections and Refractions Chapter 18. Relaxed Cone Stepping for Relief Mapping Chapter 19. Deferred Shading in Tabula Rasa Chapter 20. GPU-Based Importance SamplingIV: Image Effects Chapter 21. True Impostors Chapter 22. Baking Normal Maps on the GPU Chapter 23. High-Speed, Off-Screen Particles Chapter 24. The Importance of Being Linear Chapter 25. Rendering Vector Art on the GPU Chapter 26. Object Detection by Color: Using the GPU for Real-Time Video Image Processing Chapter 27. Motion Blur as a Post-Processing Effect Chapter 28. Practical Post-Process Depth of Field PART V: PHYSICS SIMULATION Chapter 29. Real-Time Rigid Body Simulation on GPUs Chapter 30. Real-Time Simulation and Rendering of 3D Fluids Chapter 31. Fast N-Body Simulation with CUDA Chapter 32. Broad-Phase Collision Detection with CUDA Chapter 33. LCP Algorithms for Collision Detection Using CUDA Chapter 34. Signed Distance Fields Using Single-Pass GPU Scan Conversion of Tetrahedra PART VI: GPU COMPUTING Chapter 35. Fast Virus Signature Matching on the GPU Chapter 36. AES Encryption and Decryption on the GPU Chapter 37. Efficient Random Number Generation and Application Using CUDA Chapter 38. Imaging Earth’s Subsurface Using CUDA Chapter 39. Parallel Prefix Sum Scan with CUDA Chapter 40. Incremental Computation of the Gaussian Chapter 41. Using the Geometry Shader for Compact and Variable-Length GPU Feedback Index |