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Graphics: GPU Computation


Animating Vegetation Using GPU Programs

Ali Botorabi
ShaderX5, 2006.

GPU Terrain Rendering

Harald Vistnes
Game Programming Gems 6, 2006.

Interactive Fluid Dynamics and Rendering on the GPU

Frank Luna
Game Programming Gems 6, 2006.

Practical Cloth Simulation on Modern GPUs

Cyril Zeller
ShaderX4, 2006.

Shader Implementation of Discrete Wavelet Transform

Tien-Tsin Wong and Chi-Sing Leung
ShaderX4, 2006.

Real-Time Character Animation on the GPU

Michael Nischt and Elisabeth André
ShaderX4, 2006.

Hardware-Based Ambient Occlusion

Dustin Franklin
ShaderX4, 2006.

Real-Time Caustics by GPU

Masahiko Nitanda
ShaderX4, 2006.

Implementing Ray Tracing on the GPU

Martin Christen
ShaderX4, 2006.

GPU-Powered Pathfinding Using Preprocessed Navigation Mesh Approach

Renaldas Zioma
ShaderX4, 2006.

GPU Computation in Projective Space Using Homogeneous Coordinates

Vaclav Skala (University of West Bohemia)
Game Programming Gems 6, 2006.

Preprocessed Pathfinding Using the GPU

Renaldas Zioma (Digital Illusions Canada Inc.)
AI Game Programming Wisdom 3, 2006.
Abstract: This article proposes GPU-based implementations for two popular algorithms used to solve the all-pairs shortest paths problem: Dijkstra's algorithm, and the Floyd-Warshall algorithm. These algorithms are used to preprocess navigation mesh data for fast pathfinding. This approach can offload pathfinding-related CPU computations to the GPU at the expense of latency. However, once the solution table is generated, this approach minimizes the latency time for a specific path search, thus giving the game a better sense of interactivity. The biggest benefit of this approach is gained in systems with multiple agents simultaneously requesting paths in the same search space. Although the article describes a GPU-specific implementation for a navigation mesh, any other multi-processor environment or discrete search space representation can be used.

Streaming Architectures and Technology Trends

John Owens (University of California, Davis)
GPU Gems 2, 2005.

The GeForce 6 Series GPU Architecture

Emmett Kilgariff and Randima Fernando (NVIDIA Corporation)
GPU Gems 2, 2005.

Mapping Computational Concepts to GPUs

Mark Harris (NVIDIA Corporation)
GPU Gems 2, 2005.

GPU Computation Strategies and Tips

Ian Buck (Stanford University)
GPU Gems 2, 2005.

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 Gems 2, 2005.

GPU Flow Control Idioms

Mark Harris (NVIDIA Corporation) and Ian Buck (Stanford University)
GPU Gems 2, 2005.

GPU Program Optimization

Cliff Woolley (University of Virginia)
GPU Gems 2, 2005.

Stream Reduction Operations for GPGPU Applications

Daniel Horn (Stanford University)
GPU Gems 2, 2005.

Computer Vision on the GPU

James Fung (University of Toronto)
GPU Gems 2, 2005.

GPU Computing for Protein Structure Prediction

Paulius Micikevicius (Armstrong Atlantic State University)
GPU Gems 2, 2005.

A GPU Framework for Solving Systems of Linear Equations

Jens Krüger and Rüdiger Westermann (Technische Universität München)
GPU Gems 2, 2005.

Options Pricing on the GPU

Craig Kolb and Matt Pharr (NVIDIA Corporation)
GPU Gems 2, 2005.

Improved GPU Sorting

Peter Kipfer and Rüdiger Westermann (Technische Universität München)
GPU Gems 2, 2005.

GPGPU: General-Purpose Computation on GPUs

Mark Harris (NVIDIA)
PDF available, NVIDIA GDC Presentations, 2005.

A Toolkit for Computation on GPUs

Ian Buck and Tim Purcell (Stanford University)
GPU Gems, 2004.

Fast Fluid Dynamics Simulation on the GPU

Mark Harris (University of North Carolina at Chapel Hill)
GPU Gems, 2004.

Artificial Neural Networks on Programmable Hardware

Thomas Rolfes
Game Programming Gems 4, 2004.

Accessing and Modifying Topology on the GPU

Dean Calver
ShaderX3, 2004.

Massively Parallel Particle Systems on the GPU

Lutz Latta
ShaderX3, 2004.

Tactical Path-Finding Using Stochastic Maps on the GPU

Khanh Phong Ly
ShaderX3, 2004.

GPGPU: Beyond Graphics

Mark Harris (NVIDIA)
PDF available, NVIDIA GDC Presentations, 2004.

3D Planets on the GPU

Jesse Laeuchli
ShaderX2, 2003.

Linear Algebra on the GPU

Adam Moravansky
ShaderX2, 2003.

Real-Time Simulation and Rendering of Particle Flows

Daniel Weiskopf and Matthias Hopf
ShaderX, 2002.

 
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