For those who are interested NVIDIA have made GPU gems 1 available on their website. You can find it

Source: Internet
Author: User

 

For those who are interested NVIDIA have made GPU gems 1 available on their website. You can find it here

Http://http.developer.nvidia.com/GPUGems/gpugems_part01.html

 

  • Copyright
  • Foreword
  • Preface
  • Contributors
  • Part I: natural effects
    • Chapter 1. Valid tive water simulation from physical models
    • Chapter 2. Rendering water caustics
    • Chapter 3. Skin in the "Dawn" demo
    • Chapter 4. animation in the "Dawn" demo
    • Chapter 5. Implementing improved Perlin Noise
    • Chapter 6. Fire in the "Vulcan" demo
    • Chapter 7. Rendering countless blades of waving grass
    • Chapter 8. Simulating Diffraction
  • Part II: lighting and shadows
    • Chapter 9. Efficient shadow Volume Rendering
    • Chapter 10. cinematic Lighting
    • Chapter 11. Shadow Map antialiasing
    • Chapter 12. omnidirectional Shadow Mapping
    • Chapter 13. Generating Soft Shadows using occlusion interval maps
    • Chapter 14. Perspective shadow maps: care and feeding
    • Chapter 15. Managing visibility for per-Pixel Lighting
  • Part III: Materials
    • Chapter 16. Real-time approximations to subsurface Scattering
    • Chapter 17. Ambient occlusio
    • Chapter 18. Spatial brdfs
    • Chapter 19. Image-based lighting
    • Chapter 20. Texture bombing
  • Part IV: Image Processing
    • Chapter 21. Real-time glow
    • Chapter 22. Color controls
    • Chapter 23. depth of field: A Survey of Techniques
    • Chapter 24. High-quality Filtering
    • Chapter 25. Fast filter-width estimates with texture maps
    • Chapter 26. The openexr Image File Format
    • Chapter 27. A framework for image processing
  • Part V: Performance and practicalities
    • Chapter 28. graphics pipeline Performance
    • Chapter 29. Efficient Occlusion Culling
    • Chapter 30. The design of FX composer
    • Chapter 31. Using FX composer
    • Chapter 32. An introduction to Shader Interfaces
    • Chapter 33. converting production renderman shaders to Real-Time
    • Chapter 34. Integrating hardware shading into cinema 4D
    • Chapter 35. Leveraging high-quality software rendering effects in real-time applications
    • Chapter 36. Integrating shaders into Applications
  • Part VI: Beyond triangles
    • Chapter 37. A toolkit for computation on GPUs
    • Chapter 38. Fast Fluid Dynamics Simulation on the GPU
    • Chapter 39. Volume Rendering Techniques
    • Chapter 40. Applying Real-Time shading to 3D ultrasound Visualization
    • Chapter 41. Real-time stereograms
    • Chapter 42. deformers
    • Appendix

GPU gems 2

Http://http.developer.nvidia.com/GPUGems2/gpugems2_part01.html

GPU gems 3

Http://news.developer.nvidia.com/2008/12/gpu-gems-3-now-online.html

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