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GPU Pro 3
21 Articles, Edited by Wolfgang Engel, 2012.


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Geometry Manipulation

Vertex Shader Tesselation

Holger Gruen
GPU Pro 3, 2012.

Real-time Deformable Terrain Rendering

Egor Yusov
GPU Pro 3, 2012.

Optimized Stadium Crowd Rendering

Alan Chambers
GPU Pro 3, 2012.

Geometric Anti-Aliasing Methods

Emil Persson
GPU Pro 3, 2012.




Rendering

Practical Elliptical Texture Filtering

Pavlos Mavridis and Georgios Papaioannou
GPU Pro 3, 2012.

An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering

Christian Sch�ler
GPU Pro 3, 2012.

Volumetric Real-Time Water and Foam Rendering

Daniel Scherzer, Florian Bagar and Oliver Mattausch
GPU Pro 3, 2012.

CryENGINE 3

Tiago Sousa, Nick Kasyan, and Nicolas Schulz
GPU Pro 3, 2012.

Inexpensive Anti-Aliasing of Simple Objects

Mikkel Gjol and Mark Gjol
GPU Pro 3, 2012.




Global Illumination Effects

Ray-traced Approximate Reflections Using a Grid of Oriented Splats

Holger Gruen
GPU Pro 3, 2012.

Screen-space Bent Cones: A Practical Approach

Oliver Klehm, Tobias Ritschel, Elmar Eisemann, Hans-Peter Seidel
GPU Pro 3, 2012.

Real-time Near-Field Global Illumination based on a Voxel Model

Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, Stefan Mueller
GPU Pro 3, 2012.




Shadows

Efficient Online Visibility for Shadow Maps

Oliver Mattausch, Jiri Bittner, Ari Silvnennoinen, Daniel Scherzer and Michael Wimmer
GPU Pro 3, 2012.

Depth Rejected Gobo Shadows

John White
GPU Pro 3, 2012.




3D Engine Design

Z3 Culling

Pascal Gautron, Jean-Eudes Marvie and Ga�l Sourimant
GPU Pro 3, 2012.

Quaternion-based Rendering Pipeline

Dzmitry Malyshau
GPU Pro 3, 2012.

Implementing a Directionally Adaptive Edge AA Filter using DirectX 11

Matthew Johnson
GPU Pro 3, 2012.

Designing a Data-Driven Renderer

Donal Revie
GPU Pro 3, 2012.




GPGPU

Volumetric transparency with Per-Pixel Fragment Lists

Laszlo Szecsi, Pal Barta and Balazs Kovacs
GPU Pro 3, 2012.

Practical Binary Surface and Solid Voxelization with Direct3D 11

Michael Schwarz
GPU Pro 3, 2012.

Interactive Ray Tracing Using the Compute Shader in DirectX 11

Arturo Garca, Francisco Avila, Sergio Murgua and Leo Reyes
GPU Pro 3, 2012.

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AI Game
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