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GPU gems 3 / edited by Hubert Nguyen.

Contributor Nguyen, Hubert.

Imprint:Upper Saddle River, NJ : Addison-Wesley, c2008.

Descriptionl, 942 p. : col. ill. ; 25 cm. + 1 DVD (4 3/4 in.)

Note:"NVIDIA"--Cover.

Note:Ch. 1. Generating complex procedural terrains using the GPU / Ryan Geiss -- Ch. 2. Animated crowd rendering / Bryan Dudash -- Ch. 3. DirectX 10 blend shapes : breaking the limits / Tristan Lorach -- Ch. 4. Next-generation speedtree rendering / Alexander Kharlamov, Iain Cantlay and Yury Stepanenko -- Ch. 5. Generic adaptive mesh refinement / Tamy Boubekeur and Christophe Schlick -- Ch. 6. GPU-generated procedural wind animations for trees / Renaldas Zioma -- Ch. 7. Point-based visualization of metaballs on a GPU / Kees van Kooten, Gino van den Bergen and Alex Telea -- Ch. 8. Summed-area variance shadow maps / Andrew Lauritzen -- Ch. 9. Interactive cinematic relighting with global illumination / Fabio Pellacini, Milos Hasan and Kavita Bala -- Ch. 10. Parallel-split shadow maps on programmable GPUs / Fan Zhang, Hanqiu Sun and Oskari Nyman -- Ch. 11. Efficient and robust shadow volumes using hierarchical occlusion culling and geometry shaders / Martin Stich, Carsten Wachter and Alexander Keller -- Ch. 12. High-quality ambient occlusion / Jared Hoberock and Yuntao Jia -- Ch. 13. Volumetric light scattering as a post-process / Kenny Mitchell -- Ch. 14. Advanced techniques for realistic real-time skin rendering / Eugene d'Eon and David Luebke -- Ch. 15. Playable universal capture / George Borshukov, Jefferson Montgomery and John Hable -- Ch. 16. Vegetation procedural animation and shading in Crysis / Tiago Sousa -- Ch. 17. Robust multiple specular reflections and refractions / Tamas Umenhoffer, Gustavo Patow and Laszlo Szirmay-Kalos -- Ch. 18. Relaxed cone stepping for relief mapping / Fabio Policarpo and Manuel M. Ollveira -- Ch. 19. Deferred shading in Tabula Rasa / Rusty Koonce -- Ch. 20. GPU-based importance sampling / Mark Colbert and Jaroslav Krivdnek -- Ch. 21. True impostors / Eric Risser -- Ch. 22. Baking normal maps on the GPU / Diogo Teixeira -- Ch. 23. High-speed, off-screen particles / Iain Cantlay -- Ch. 24. The importance of being linear / Larry Gritz and Eugene d'Eon -- Ch. 25. Rendering vector art on the GPU / Charles Loop and Jim Blinn -- Ch. 26. Object detection by color : using the GPU for real-time video image processing / Ralph Brunner, Frank Doepke and Bunny Laden -- Ch. 27. Motion blur as a post-processing effect / Gilberto Rosado -- Ch. 28. Practical post-process depth of field / Earl Hammon, Jr -- Ch. 29. Real-time rigid body simulation on GPUs / Takahiro Harada -- Ch. 30. Real-time simulation and rendering of 3D fluids / Keenan Crane, Ignacio Llamas and Sarah Tariq -- Ch. 31. Fast N-body simulation with CUDA / Lars Nyland, Mark Harris and Jan Prins -- Ch. 32. Broad-phase collision detection with CUDA / Scott Le Grand -- Ch. 33. LCP algorithms for collision detection using CUDA / Peter Kipfer -- Ch. 34. Signed distance fields using single-pass GPU scan conversion of tetrahedra / Kenny Erleben and Henrik Dohlmann -- Ch. 35. Fast virus signature matching on the GPU / Elizabeth Seamans and Thomas Alexander -- Ch. 36. AES encryption and decryption on the GPU / Takeshi Yamanouchi -- Ch. 37. Efficient random number generation and application using CUDA / Lee Howes and David Thomas -- Ch. 38. Imaging earth's subsurface using CUDA / Bernard Deschizeaux and Jean-Yves Blanc -- Ch. 39. Parallel prefix sum (Scan) with CUDA / Mark Harris, Shubhabrata Sengupta and John D. Owens -- Ch. 40. Incremental computation of the Gaussian / Ken Turkowski -- Ch. 41. Using the geometry shader for compact and variable-length GPU feedback / Franck Diard.

Bibliography Note:Includes bibliographical references and index.

Location Note : REQUEST CD-ROM AT THE CHECK-OUT DESK.

Library Shelf Location Call Number Item Status
Buhl LibraryBuhl - Open Stacks T385 .G6882 2008 Available
Buhl LibraryBuhl - Software CD-ROM T385 .G6882 2008 Available

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Contributor
Nguyen, Hubert.
NVIDIA Corporation.
Subject:
Computer graphics.
Real-time programming.