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	|   |   | GPU Gems42 Articles, Edited by Randima Fernando, 2004.
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 Natural Effects
 
 
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Effective Water Simulation from Physical Models | 
 |  |  | Juan Guardado (NVIDIA) and Daniel S�nchez-Crespo (Universitat Pompeu Fabra / Novarama Technology) GPU Gems, 2004.
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Animation in the "Dawn" Demo | 
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Implementing Improved Perlin Noise | 
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Fire in the "Vulcan" Demo | 
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Rendering Countless Blades of Waving Grass | 
 
 
 
 Lighting and Shadows
 
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Efficient Shadow Volume Rendering | 
 |  |  | Michael Bunnell (NVIDIA) and Fabio Pellacini (Pixar Animation Studios) GPU Gems, 2004.
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Omnidirectional Shadow Mapping | 
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Generating Soft Shadows Using Occlusion Interval Maps | 
 |  |  | William Donnelly (University of Waterloo) and Joe Demers (NVIDIA) GPU Gems, 2004.
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Perspective Shadow Maps: Care and Feeding | 
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Managing Visibility for Per-Pixel Lighting | 
 
 
 
 Materials
 
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Real-Time Approximations to Subsurface Scattering | 
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Finite-Radius Sphere Environment Mapping | 
 
 
 
 Image Processing
 
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Depth of Field: A Survey of Techniques | 
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Fast Filter Width Estimates with Texture Maps | 
 |  |  | Florian Kainz, Rod Bogart, and Drew Hess (Industrial Light & Magic) GPU Gems, 2004.
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A Framework for Image Processing | 
 
 
 
 Performance and Practicalities
 
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Graphics Pipeline Performance | 
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Efficient Occlusion Culling | 
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The Design of FX Composer | 
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An Introduction to Shader Interfaces | 
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Converting Production RenderMan Shaders to Real-Time | 
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Integrating Hardware Shading into Cinema 4D | 
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Leveraging High-Quality Software Rendering Effects in Real-Time Applications | 
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Integrating Shaders into Applications | 
 
 
 
 Beyond Triangles
 
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A Toolkit for Computation on GPUs | 
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Fast Fluid Dynamics Simulation on the GPU | 
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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) GPU Gems, 2004.
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Applying Real-Time Shading to 3D Ultrasound Visualization | 
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