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