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	|   |   | GPU Gems 248 Articles, Edited by Matt Pharr and Randima Fernando, 2005.
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 Geometric Complexity
 
 
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Towards Photorealism in Virtual Botany | 
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Terrain Rendering using GPU-Based Geometry Clipmaps | 
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Inside Geometry Instancing | 
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Optimizing Resource Management with Multi-Streaming | 
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Hardware Occlusion Queries Made Useful | 
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Adaptive Tessellation of Subdivision Surfaces with Displacement Mapping | 
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Per-Pixel Displacement Mapping with Distance Functions | 
 
 
 
 Shading, Lighting, and Shadows
 
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Deferred Shading in STALKER | 
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Real-Time Computation of Dynamic Irradiance Environment Maps | 
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Approximate Bidirectional Texture Functions | 
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Tile-Based Texture Mapping | 
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Implementing the Mental Images Phenomena Renderer on the GPU | 
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Dynamic Ambient Occlusion and Indirect Lighting | 
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Blueprint Rendering and "Sketchy Drawings" | 
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Accurate Atmospheric Scattering | 
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Efficient Soft-Edged Shadows Using Pixel Shader Branching | 
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Using Vertex Texture Displacement for Realistic Water Rendering | 
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Generic Refraction Simulation | 
 
 
 
 High Quality Rendering
 
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Fast Third-Order Texture Filtering | 
 |  |  | Christian Sigg (ETH Zurich) and Markus Hadwiger (VRVis Research Center) GPU Gems 2, 2005.
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High Quality Antialiased Rasterization | 
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Hair Animation and Rendering in the Nalu Demo | 
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Using Lookup Tables to Accelerate Color Transformations | 
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GPU Image Processing in Apple's Motion | 
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Implementing Improved Perlin Noise | 
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Advanced High-Quality Filtering | 
 
 
 
 General Purpose Computation on GPUs: A Primer
 
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Streaming Architectures and Technology Trends | 
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The GeForce 6 Series GPU Architecture | 
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Mapping Computational Concepts to GPUs | 
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GPU Computation Strategies and Tips | 
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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.
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Stream Reduction Operations for GPGPU Applications | 
 
 
 
 Image-Oriented Computing
 
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Octree Textures on the GPU | 
 |  |  | Sylvain Lefebvre, Samuel Hornus, and Fabrice Neyret (GRAVIR/IMAG - INRIA) GPU Gems 2, 2005.
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High-Quality Global Illumination Rendering Using Rasterization | 
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Global Illumination using Progressive Refinement Radiosity | 
 |  |  | Greg Coombe (University of North Carolina at Chapel Hill) and Mark Harris (NVIDIA Corporation) GPU Gems 2, 2005.
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Computer Vision on the GPU | 
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Deferred Filtering: Rendering from Difficult Data Formats | 
 |  |  | Joe Kniss (University of Utah), Aaron Lefohn, and Nathaniel Fout (University of California, Davis) GPU Gems 2, 2005.
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Conservative Rasterization | 
 |  |  | Jon Hasselgren, Tomas Akenine-M�ller, and Lennart Ohlsson (Lund University) GPU Gems 2, 2005.
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 Simulation and Numerical Algorithms
 
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GPU Computing for Protein Structure Prediction | 
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A GPU Framework for Solving Systems of Linear Equations | 
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Options Pricing on the GPU | 
 |  |  | Peter Kipfer and R�diger Westermann (Technische Universit�t M�nchen) GPU Gems 2, 2005.
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Flow Simulation with Complex Boundaries | 
 |  |  | Wei Li (Siemens Corporate Research), Zhe Fan, Xiaoming Wei, and Arie Kaufman (Stony Brook University) GPU Gems 2, 2005.
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Medical Image Reconstruction with the FFT | 
 |  |  | Thilaka Sumanaweera and Donald Liu (Siemens Medical Solutions USA, Inc.) GPU Gems 2, 2005.
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