| 
	
	|   |   | GPU Pro24 Articles, Edited by Wolfgang Engel, 2010.
 |  
 Survey of Lowest Known Online Prices
	$71.37 (11% off) Amazon.com
 $71.70 (10% off) BarnesAndNoble.com
 
 
 
 Mathematics
 
 | 
Visualize Your Shadow Map Techniques | 
 
 
 
 Geometry Manipulation
 
 
|  |  | 
As Simple as Possible Tessellation for Interactive Applications | 
 | 
Rule-Based Geometry Synthesis in Real-Time | 
 | 
GPU-Based NURBS Geometry Evaluation and Rendering | 
 | 
Polygonal-Functional Hybrids for Computer Animation and Games | 
 |  |  | D. Kravtsov, O. Fryazinov, V. Adzhiev, A. Pasko, and P. Comninos GPU Pro, 2010.
 | 
 
 
 
 Rendering Techniques
 
 
 | 
Quadtree Displacement Mapping with Height Blending | 
 | 
NPR Effects Using the Geometry Shader | 
 | 
Alpha Blending as a Post-Process | 
 |  |  | Matthaus G. Chajdas, Christian Eisenacher, Marc Stamminger, and Sylvain Lefebvre GPU Pro, 2010.
 | 
 
 
 
 Global Illumination
 
 
 | 
Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination | 
 | 
Screen-Space Directional Occlusion | 
 | 
Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors | 
 
 
 
 Image Space
 
 
 | 
Anisotropic Kuwahara Filtering on the GPU | 
 | 
Environment Mapping with Floyd-Steinberg Halftoning | 
 | 
Hierarchical Item Buffers for Granular Occlusion Culling, | 
 | 
Realistic Depth of Field in Postproduction | 
 | 
Real-Time Screen Space Cloud Lighting | 
 | 
Screen-Space Subsurface Scattering | 
 
 
 
 Handheld Devices
 
 
 | 
Migration to OpenGL ES 2.0 | 
 | 
Touchscreen-Based User Interaction | 
 | 
iPhone 3GS Graphics Development and Optimization Strategies | 
 | 
Optimizing a 3D UI Engine for Mobile Devices | 
 
 
 
 Shadows
 
 
 | 
Fast Conventional Shadow Filtering | 
 | 
Hybrid Min/Max Plane-Based Shadow Maps | 
 | 
Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping | 
 | 
Screen Space Soft Shadows | 
 
 
 
 3D Engine Design
 
 
 | 
Multi-Fragment Effects on the GPU Using Bucket Sort | 
 | 
Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine | 
 | 
Porting Code between Direct3D9 and OpenGL 2.0 | 
 | 
Practical Thread Rendering for DirectX 9 | 
 
 
 
 Game Postmortems
 
 
 | 
Stylized Rendering in Spore | 
 | 
Rendering Techniques in Call of Juarez: Bound in Blood | 
 | 
Making it Large, Beautiful, Fast, and Consistent: Lessons Learned Developing Just Cause 2 | 
 | 
Destructible Volumetric Terrain | 
 
 
 
 Beyond Pixels and Triangles
 
 
 | 
Parallelized Implementation of Universal Visual Computer | 
 | 
Accelerating Virtual Texturing Using CUDA | 
 |  |  | Charles-Frederik Hollemeersch, Bart Pieters, Peter Lambert, and Rik Van de Walle GPU Pro, 2010.
 | 
 | 
Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels | 
 |  |  | Cyril Crassin, Fabrice Neyret, Miguel Sainz, and Elmar Eisemann GPU Pro, 2010.
 | 
 | 
Spatial Binning on the GPU | 
 | 
Real-Time Interaction between Particles and the Dynamic Mesh on the GPU | 
   |