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GPU Gems 2
48 Articles, Edited by Matt Pharr and Randima Fernando, 2005.


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Geometric Complexity

Towards Photorealism in Virtual Botany

David Whatley (Simutronics Corporation)
GPU Gems 2, 2005.

Terrain Rendering using GPU-Based Geometry Clipmaps

Arul Asirvatham and Hugues Hoppe (Microsoft Research)
GPU Gems 2, 2005.

Inside Geometry Instancing

Francesco Carucci (Lionhead Studios)
GPU Gems 2, 2005.

Segment Buffering

Jon Olick (2015)
GPU Gems 2, 2005.

Optimizing Resource Management with Multi-Streaming

Kurt Pelzer and Oliver Hoeller (Piranha Bytes)
GPU Gems 2, 2005.

Hardware Occlusion Queries Made Useful

Michael Wimmer and Jiri Bittner (Vienna University of Technology)
GPU Gems 2, 2005.

Adaptive Tessellation of Subdivision Surfaces with Displacement Mapping

Michael Bunnell (NVIDIA Corporation)
GPU Gems 2, 2005.

Per-Pixel Displacement Mapping with Distance Functions

William Donnelly (University of Waterloo)
GPU Gems 2, 2005.




Shading, Lighting, and Shadows

Deferred Shading in STALKER

Oles Shishkovtsov (GSC Game World)
GPU Gems 2, 2005.

Real-Time Computation of Dynamic Irradiance Environment Maps

Gary King (NVIDIA Corporation)
GPU Gems 2, 2005.

Approximate Bidirectional Texture Functions

Jan Kautz (Massachusetts Institute of Technology)
GPU Gems 2, 2005.

Tile-Based Texture Mapping

Li-Yi Wei (NVIDIA Corporation)
GPU Gems 2, 2005.

Implementing the Mental Images Phenomena Renderer on the GPU

Martin-Karl Lefran�ois (mental images)
GPU Gems 2, 2005.

Dynamic Ambient Occlusion and Indirect Lighting

Michael Bunnell (NVIDIA Corporation)
GPU Gems 2, 2005.

Blueprint Rendering and "Sketchy Drawings"

Marc Nienhaus and J�rgen D�llner (University of Potsdam)
GPU Gems 2, 2005.

Accurate Atmospheric Scattering

Sean O'Neil
GPU Gems 2, 2005.

Efficient Soft-Edged Shadows Using Pixel Shader Branching

Yury Uralsky (NVIDIA Corporation)
GPU Gems 2, 2005.

Using Vertex Texture Displacement for Realistic Water Rendering

Yuri Kryachko (1C: Maddox Games)
GPU Gems 2, 2005.

Generic Refraction Simulation

Tiago Sousa (Crytek)
GPU Gems 2, 2005.




High Quality Rendering

Fast Third-Order Texture Filtering

Christian Sigg (ETH Zurich) and Markus Hadwiger (VRVis Research Center)
GPU Gems 2, 2005.

High Quality Antialiased Rasterization

Dan Wexler and Eric Enderton (NVIDIA Corporation)
GPU Gems 2, 2005.

Fast Prefiltered Lines

Eric Chan and Fr�do Durand (Massachusetts Institute of Technology)
GPU Gems 2, 2005.

Hair Animation and Rendering in the Nalu Demo

Hubert Nguyen and William Donnelly (NVIDIA Corporation)
GPU Gems 2, 2005.

Using Lookup Tables to Accelerate Color Transformations

Jeremy Selan (Sony Pictures Imageworks)
GPU Gems 2, 2005.

GPU Image Processing in Apple's Motion

Pete Warden (Apple)
GPU Gems 2, 2005.

Implementing Improved Perlin Noise

Simon Green (NVIDIA Corporation)
GPU Gems 2, 2005.

Advanced High-Quality Filtering

Justin Novosad (discreet)
GPU Gems 2, 2005.

Mipmap Level Measurement

Iain Cantlay (Climax Entertainment)
GPU Gems 2, 2005.




General Purpose Computation on GPUs: A Primer

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.




Image-Oriented Computing

Octree Textures on the GPU

Sylvain Lefebvre, Samuel Hornus, and Fabrice Neyret (GRAVIR/IMAG - INRIA)
GPU Gems 2, 2005.

High-Quality Global Illumination Rendering Using Rasterization

Toshiya Hachisuka (The University of Tokyo)
GPU Gems 2, 2005.

Global Illumination using Progressive Refinement Radiosity

Greg Coombe (University of North Carolina at Chapel Hill) and Mark Harris (NVIDIA Corporation)
GPU Gems 2, 2005.

Computer Vision on the GPU

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

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.

Conservative Rasterization

Jon Hasselgren, Tomas Akenine-M�ller, and Lennart Ohlsson (Lund University)
GPU Gems 2, 2005.




Simulation and Numerical Algorithms

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 Kr�ger and R�diger Westermann (Technische Universit�t M�nchen)
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 R�diger Westermann (Technische Universit�t M�nchen)
GPU Gems 2, 2005.

Flow Simulation with Complex Boundaries

Wei Li (Siemens Corporate Research), Zhe Fan, Xiaoming Wei, and Arie Kaufman (Stony Brook University)
GPU Gems 2, 2005.

Medical Image Reconstruction with the FFT

Thilaka Sumanaweera and Donald Liu (Siemens Medical Solutions USA, Inc.)
GPU Gems 2, 2005.

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