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@@ -10,12 +10,116 @@ CD Content ( Source Code ) of Book <GPU Gems 1~3>
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## <GPU Gems 1> CD Conents
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- [ [In This Repository]GPU-Gems-1-CD-Content](/GPU-Gems-1-CD-Content/)
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- [ [NVIDIA Official Website] Table of Contents of <GPU Gems 1> ](http://http.download.nvidia.com/developer/GPU_Gems/CD_Image/Index.html)
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### Natural Effects
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- [Effective Water Simulation from Physical Models](/GPU-Gems-1-CD-Content/Natural_Effects/Water_Simulation)
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- Rendering Water Caustics
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- Skin in the "Dawn" Demo
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- Animation in the "Dawn" Demo
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- Fire in the "Vulcan" Demo
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- Rendering Countless Blades of Waving Grass
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- Simulating Diffraction
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### Lighting and Shadows
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- Efficient Shadow Volume Rendering
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- Omnidirectional Shadow Mapping
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- Generating Soft Shadows Using Occlusion Interval Maps
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### Materials
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- Image-Based Lighting
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### Image Processing
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- Color Controls
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- Depth of Field: A Survey of Techniques
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- High-Quality Filtering
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- The OpenEXR File Format
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- A Framework for Image Processing
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### Performance and Practicalities
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- Converting Production RenderMan Shaders to Real-Time
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- Using FX Composer
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- Integrating Hardware Shading into Cinema 4D
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### Beyond Triangles
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- A Toolkit for Computation on GPUs
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- Fast Fluid Dynamics on the GPU
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- Real-Time Stereograms
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- Applying Real-Time Shading to 3D Ultrasound Visualization
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<br>
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- [ [NVIDIA Official Website] Table of Contents of <GPU Gems 1> ](http://http.download.nvidia.com/developer/GPU_Gems/CD_Image/Index.html)
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<br>
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## <GPU Gems 2> CD Conents
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- [ [In This Repository]GPU-Gems-2-CD-Content](/GPU-Gems-2-CD-Content/)
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### Geometric Complexity
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- Ch. 02: Terrain Rendering using GPU-Based Geometry Clipmaps
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- Ch. 06: Hardware Occlusion Queries Made Useful
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- Ch. 07: Adaptive Tessellation of Subdivision Surfaces
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with Displacement Mapping
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- Ch. 08: Per-Pixel Displacement Mapping with Distance Functions
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### Shading, Lighting, and Shadows
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- Ch. 10: Real-Time Computation of Dynamic Irradiance Environment Maps
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- Ch. 11: Approximate Bidirectional Texture Functions
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- Ch. 12: Tile-Based Texture Mapping
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- Ch. 14: Dynamic Ambient Occlusion and Indirect Lighting
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- Ch. 15: Blueprint Rendering and "Sketchy Drawings"
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- Ch. 16: Accurate Atmospheric Scattering
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- Ch. 17: Efficient Soft-Edged Shadows Using Pixel Shader Branching
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- Ch. 18: Using Vertex Texture Displacement for Realistic Water Rendering
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- Ch. 19: Generic Refraction Simulation
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### High-Quality Rendering
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- Ch. 20: Fast Third-Order Texture Filtering
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- Ch. 21: High Quality Antialiased Rasterization
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- Ch. 23: Hair Animation and Rendering in the Nalu Demo
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- Ch. 26: Implementing Improved Perlin Noise
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- Ch. 28: Mipmap Level Measurement
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### General-Purpose Computation on GPUs: A Primer
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- Ch. 31: Mapping Computational Concepts to GPUs
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- Ch. 36: Stream Reduction Operations for GPGPU Applications
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### Image-Oriented Computing
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- Ch. 37: Octree Textures on the GPU
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- Ch. 38: High-Quality Global Illumination Using Rasterization
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- Ch. 40: Computer Vision on the GPU
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- Ch. 42: Conservative Rasterization
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### Simulation and Numerical Algorithms
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- Ch. 43: GPU Computing for Protein Structure Prediction
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- Ch. 44: A GPU Framework for Solving Systems of Linear Equations
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- Ch. 45: Options Pricing on the GPU
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- Ch. 46: Improved GPU Sorting
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- Ch. 48: Medical Image Reconstruction with the FFT
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<br>
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- [ [NVIDIA Official Website] Table of Contents of <GPU Gems 2> ](http://download.nvidia.com/developer/GPU_Gems_2/CD/Index.html)
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