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	|   |   | GPU Pro 321 Articles, Edited by Wolfgang Engel, 2012.
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 Geometry Manipulation
 
 
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Vertex Shader Tesselation | 
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Real-time Deformable Terrain Rendering | 
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Optimized Stadium Crowd Rendering | 
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Geometric Anti-Aliasing Methods | 
 
 
 
 Rendering
 
 
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Practical Elliptical Texture Filtering | 
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An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering | 
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Volumetric Real-Time Water and Foam Rendering | 
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Inexpensive Anti-Aliasing of Simple Objects | 
 
 
 
 Global Illumination Effects
 
 
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Ray-traced Approximate Reflections Using a Grid of Oriented Splats | 
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Screen-space Bent Cones: A Practical Approach | 
 |  |  | Oliver Klehm, Tobias Ritschel, Elmar Eisemann, Hans-Peter Seidel GPU Pro 3, 2012.
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Real-time Near-Field Global Illumination based on a Voxel Model | 
 |  |  | Sinje Thiedemann, Niklas Henrich, Thorsten Grosch, Stefan Mueller GPU Pro 3, 2012.
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 Shadows
 
 
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Efficient Online Visibility for Shadow Maps | 
 |  |  | Oliver Mattausch, Jiri Bittner, Ari Silvnennoinen, Daniel Scherzer and Michael Wimmer GPU Pro 3, 2012.
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Depth Rejected Gobo Shadows | 
 
 
 
 3D Engine Design
 
 
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Quaternion-based Rendering Pipeline | 
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Implementing a Directionally Adaptive Edge AA Filter using DirectX 11 | 
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Designing a Data-Driven Renderer | 
 
 
 
 GPGPU
 
 
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Volumetric transparency with Per-Pixel Fragment Lists | 
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Practical Binary Surface and Solid Voxelization with Direct3D 11 | 
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Interactive Ray Tracing Using the Compute Shader in DirectX 11 | 
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