Table of contents for GPU gems 2 : programming techniques for high- performance graphics and general-purpose computation / edited by Matt Pharr ; Randima Fernando, series editor.

Bibliographic record and links to related information available from the Library of Congress catalog.

Note: Contents data are machine generated based on pre-publication provided by the publisher. Contents may have variations from the printed book or be incomplete or contain other coding.


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Contents
Foreword
Preface
Contributors
PART I: GEOMETRIC COMPLEXITY
Chapter 1. Towards Photorealism in Virtual Botany
David Whatley (Simutronics Corporation)
Chapter 2. Terrain Rendering using GPU-Based Geometry Clipmaps
Arul Prakash and Hugues Hoppe (Microsoft Research)
Chapter 3. Inside Geometry Instancing
Francesco Carucci (Lionhead Studios)
Chapter 4. Segment Buffering
Jon Olick (2015)
Chapter 5. Optimizing Resource Management with Multi-Streaming
Kurt Pelzer and Oliver Hoeller (Piranha Bytes)
Chapter 6. Hardware Occlusion Queries Made Useful
Michael Wimmer and Jiri Bittner (Vienna University of Technology)
Chapter7. Adaptive Tessellation of Subdivision Surfaces with Displacement 
Mapping
Michael Bunnell (NVIDIA Corporation)
Chapter 8. Per-Pixel Displacement Mapping with Distance Functions
William Donnelly (University of Waterloo)
PART II: SHADING, LIGHTING, AND SHADOWS
Chapter 9. Deferred Shading
Oles Shishkovtsov (GSC Game World)
Chapter 10. Real-Time Computation of Dynamic Irradiance Environment Maps
Gary King (NVIDIA Corporation)
Chapter 11. Approximate Bidirectional Texture Functions
Jan Kautz (Massachusetts Institute of Technology)
Chapter 12. Tile-Based Texture Mapping
Li-Yi Wei (NVIDIA Corporation)
Chapter 13. Implementing the Mental Images Phenomena Renderer on the GPU
Martin-Karl Lefrançois (Mental Images)
Chapter 14. Dynamic Ambient Occlusion
Michael Bunnell (NVIDIA Corporation)
Chapter 15. Blueprint Rendering and "Sketchy Drawings"
Marc Nienhaus and Jürgen Döllner (University of Potsdam)
Chapter 16. Accurate Atmospheric Scattering
Sean O'Neil
Chapter 17. Efficient Soft-Edged Shadows Using Pixel Shader Branching
Yury Uralsky (NVIDIA Corporation)
Chapter 18. Using Vertex Texture Displacement for Realistic Water Rendering
Yuri Krachko (1C: Maddox Games)
Chapter 19. Generic Refraction Simulation
Tiago Sousa (Crytek)
PART III: HIGH-QUALITY RENDERING
Chapter 20. Fast Third-Order Texture Filtering
Christian Sigg (ETH Zurich) and Markus Hadwiger (VRVis Research Center)
Chapter 21. High Quality Antialiased Rasterization
Dan Wexler and Eric Enderton (NVIDIA Corporation)
Chapter 22. Fast Prefiltered Lines
Eric Chan (Massachusetts Institute of Technology)
Chapter 23. Hair Animation and Rendering in the Nalu Demo
Hubert Nguyen and William Donnelly (NVIDIA Corporation)
Chapter 24. Using Lookup Tables to Accelerate Color Transformations
Jeremy Selan (Sony Pictures Imageworks)
Chapter 25. GPU Image Processing in Apple's Motion
Pete Warden (Apple)
Chapter 26. Implementing Improved Perlin Noise
Simon Green (NVIDIA Corporation)
Chapter 27. Advanced High-Quality Filtering
Justin Novosad (discreet)
Chapter 28. MIP-map Level Measurement
Iain Cantlay (Climax Entertainment)
PART IV: GENERAL PURPOSE COMPUTATION ON GPUS: A PRIMER
Chapter 29. Streaming Architectures
John Owens (University of California, Davis)
Chapter 30. The GeForce 6 Series GPU Architecture
Emmett Kilgariff and Randima Fernando (NVIDIA Corporation)
Chapter 31. Mapping Computational Concepts to GPUs
Mark Harris (NVIDIA Corporation)
Chapter 32. GPU Computation Strategies and Tips
Ian Buck (Stanford University)
Chapter 33. Memory Idioms on GPUs
Aaron Lefohn (University of California, Davis)
Chapter 34. GPU Flow Control Idioms
Mark Harris (NVIDIA Corporation) and Ian Buck (Stanford University)
Chapter 35. GPU Programming for CPU Programmers
Cliff Woolley (University of Virginia)
Chapter 36. Stream Reduction Operations for GPGPU Applications
Daniel Horn (Stanford University)
PART V: GPU COMPUTATION FOR GRAPHICS APPLICATIONS
Chapter 37. Octree Textures on the GPU
Sylvain Lefebvre, Samuel Hornus, and Fabrice Neyret (GRAVIR/IMAG / INRIA)
Chapter 38. The Parthenon Global Illumination GPU Ray Tracer
Toshiya Hachisuka (Affiliation?)
Chapter 39. Global Illumination using Progressive Refinement Radiosity
Greg Coombe (University of North Carolina at Chapel Hill) and Mark Harris 
(NVIDIA Corporation)
Chapter 40. Computer Vision on the GPU
James Fung (Affiliation?)
Chapter 41. Deferred Filtering: Rendering from Difficult Data Formats
Joe Kniss (University of Utah), Aaron Lefohn, and Nathan Fout (University of 
California, Davis)
Chapter 42. Conservative Rasterization
Jon Hasselgren, Lennart Ohlsson, and Tomas Akenine-Moller (Lund Institute of 
Technology)
PART VI: SIMULATION AND NUMERICAL ALGORITHMS
Chapter 43. GPU Computing for Protein Structure Prediction
Paulius Micikevicius (Armstrong State University)
Chapter 44. A GPU Framework for Solving Systems of Linear Equations
Jens Krüger and Rüdiger Westermann (Technische Universitat Munchen)
Chapter 45. Computational Finance
Matt Pharr and Craig Kolb (NVIDIA Corporation)
Chapter 46. Improved GPU Sorting
Peter Kipfer (Technische Universitat Munchen)
Chapter 47. Flow Simulation with Complex Boundaries
Wei Li (Siemens Corporate Research), Zhe Fan, Xiaoming Wei, and Arie Kaufman 
(Stony Brook University)
Chapter 48. Medical Image Reconstruction with the FFT
Thilaka Sumanaweera (Siemens Medical Solutions)
Index

Library of Congress Subject Headings for this publication:

Computer graphics.
Real-time programming.