@@ -10,12 +10,116 @@ CD Content ( Source Code ) of Book <GPU Gems 1~3>
1010## <GPU Gems 1> CD Conents
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1212 - [ [ In This Repository] GPU-Gems-1-CD-Content] ( /GPU-Gems-1-CD-Content/ )
13- - [ [ NVIDIA Official Website] Table of Contents of <GPU Gems 1> ] ( http://http.download.nvidia.com/developer/GPU_Gems/CD_Image/Index.html )
13+
14+ ### Natural Effects
15+
16+ - [ Effective Water Simulation from Physical Models] ( /GPU-Gems-1-CD-Content/Natural_Effects/Water_Simulation )
17+ - Rendering Water Caustics
18+ - Skin in the "Dawn" Demo
19+ - Animation in the "Dawn" Demo
20+ - Fire in the "Vulcan" Demo
21+ - Rendering Countless Blades of Waving Grass
22+ - Simulating Diffraction
23+
24+ ### Lighting and Shadows
25+
26+ - Efficient Shadow Volume Rendering
27+ - Omnidirectional Shadow Mapping
28+ - Generating Soft Shadows Using Occlusion Interval Maps
29+
30+ ### Materials
31+
32+ - Image-Based Lighting
33+
34+ ### Image Processing
35+
36+ - Color Controls
37+ - Depth of Field: A Survey of Techniques
38+ - High-Quality Filtering
39+ - The OpenEXR File Format
40+ - A Framework for Image Processing
41+
42+ ### Performance and Practicalities
43+
44+ - Converting Production RenderMan Shaders to Real-Time
45+ - Using FX Composer
46+ - Integrating Hardware Shading into Cinema 4D
47+
48+ ### Beyond Triangles
49+
50+ - A Toolkit for Computation on GPUs
51+ - Fast Fluid Dynamics on the GPU
52+ - Real-Time Stereograms
53+ - Applying Real-Time Shading to 3D Ultrasound Visualization
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63+ - [ [ 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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65+ <br >
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1771## <GPU Gems 2> CD Conents
18- - [ [ In This Repository] GPU-Gems-2-CD-Content] ( /GPU-Gems-2-CD-Content/ )
72+
73+ ### Geometric Complexity
74+
75+ - Ch. 02: Terrain Rendering using GPU-Based Geometry Clipmaps
76+ - Ch. 06: Hardware Occlusion Queries Made Useful
77+ - Ch. 07: Adaptive Tessellation of Subdivision Surfaces
78+ with Displacement Mapping
79+ - Ch. 08: Per-Pixel Displacement Mapping with Distance Functions
80+
81+ ### Shading, Lighting, and Shadows
82+
83+ - Ch. 10: Real-Time Computation of Dynamic Irradiance Environment Maps
84+ - Ch. 11: Approximate Bidirectional Texture Functions
85+ - Ch. 12: Tile-Based Texture Mapping
86+ - Ch. 14: Dynamic Ambient Occlusion and Indirect Lighting
87+ - Ch. 15: Blueprint Rendering and "Sketchy Drawings"
88+ - Ch. 16: Accurate Atmospheric Scattering
89+ - Ch. 17: Efficient Soft-Edged Shadows Using Pixel Shader Branching
90+ - Ch. 18: Using Vertex Texture Displacement for Realistic Water Rendering
91+ - Ch. 19: Generic Refraction Simulation
92+
93+ ### High-Quality Rendering
94+
95+ - Ch. 20: Fast Third-Order Texture Filtering
96+ - Ch. 21: High Quality Antialiased Rasterization
97+ - Ch. 23: Hair Animation and Rendering in the Nalu Demo
98+ - Ch. 26: Implementing Improved Perlin Noise
99+ - Ch. 28: Mipmap Level Measurement
100+
101+ ### General-Purpose Computation on GPUs: A Primer
102+
103+ - Ch. 31: Mapping Computational Concepts to GPUs
104+ - Ch. 36: Stream Reduction Operations for GPGPU Applications
105+
106+ ### Image-Oriented Computing
107+
108+ - Ch. 37: Octree Textures on the GPU
109+ - Ch. 38: High-Quality Global Illumination Using Rasterization
110+ - Ch. 40: Computer Vision on the GPU
111+ - Ch. 42: Conservative Rasterization
112+
113+ ### Simulation and Numerical Algorithms
114+
115+ - Ch. 43: GPU Computing for Protein Structure Prediction
116+ - Ch. 44: A GPU Framework for Solving Systems of Linear Equations
117+ - Ch. 45: Options Pricing on the GPU
118+ - Ch. 46: Improved GPU Sorting
119+ - Ch. 48: Medical Image Reconstruction with the FFT
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121+ <br >
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19123 - [ [ 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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