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:cd: CD Content ( Source Code ) Collection of Book <GPU Gems > 1~ 3 | 《GPU精粹》 1~ 3 随书CD(源代码)珍藏

GPU Gems CD Content

CD Content ( Source Code ) of Book < GPU Gems > 1~3


<GPU Gems 1> CD Conents

Natural Effects

  • Effective Water Simulation from Physical Models
  • Rendering Water Caustics
  • Skin in the "Dawn" Demo
  • Animation in the "Dawn" Demo
  • Fire in the "Vulcan" Demo
  • Rendering Countless Blades of Waving Grass
  • Simulating Diffraction

Lighting and Shadows

  • Efficient Shadow Volume Rendering
  • Omnidirectional Shadow Mapping
  • Generating Soft Shadows Using Occlusion Interval Maps

Materials

  • Image-Based Lighting

Image Processing

  • Color Controls
  • Depth of Field: A Survey of Techniques
  • High-Quality Filtering
  • The OpenEXR File Format
  • A Framework for Image Processing

Performance and Practicalities

  • Converting Production RenderMan Shaders to Real-Time
  • Using FX Composer
  • Integrating Hardware Shading into Cinema 4D

Beyond Triangles

  • A Toolkit for Computation on GPUs
  • Fast Fluid Dynamics on the GPU
  • Real-Time Stereograms
  • Applying Real-Time Shading to 3D Ultrasound Visualization

[NVIDIA Official Website] Table of Contents of <GPU Gems 1> CD Content


<GPU Gems 2> CD Conents

Geometric Complexity

  • Ch. 02: Terrain Rendering using GPU-Based Geometry Clipmaps
  • Ch. 06: Hardware Occlusion Queries Made Useful
  • Ch. 07: Adaptive Tessellation of Subdivision Surfaces with Displacement Mapping
  • Ch. 08: Per-Pixel Displacement Mapping with Distance Functions

Shading, Lighting, and Shadows

  • Ch. 10: Real-Time Computation of Dynamic Irradiance Environment Maps
  • Ch. 11: Approximate Bidirectional Texture Functions
  • Ch. 12: Tile-Based Texture Mapping
  • Ch. 14: Dynamic Ambient Occlusion and Indirect Lighting
  • Ch. 15: Blueprint Rendering and "Sketchy Drawings"
  • Ch. 16: Accurate Atmospheric Scattering
  • Ch. 17: Efficient Soft-Edged Shadows Using Pixel Shader Branching
  • Ch. 18: Using Vertex Texture Displacement for Realistic Water Rendering
  • Ch. 19: Generic Refraction Simulation

High-Quality Rendering

  • Ch. 20: Fast Third-Order Texture Filtering
  • Ch. 21: High Quality Antialiased Rasterization
  • Ch. 23: Hair Animation and Rendering in the Nalu Demo
  • Ch. 26: Implementing Improved Perlin Noise
  • Ch. 28: Mipmap Level Measurement

General-Purpose Computation on GPUs: A Primer

  • Ch. 31: Mapping Computational Concepts to GPUs
  • Ch. 36: Stream Reduction Operations for GPGPU Applications

Image-Oriented Computing

  • Ch. 37: Octree Textures on the GPU
  • Ch. 38: High-Quality Global Illumination Using Rasterization
  • Ch. 40: Computer Vision on the GPU
  • Ch. 42: Conservative Rasterization

Simulation and Numerical Algorithms

  • Ch. 43: GPU Computing for Protein Structure Prediction
  • Ch. 44: A GPU Framework for Solving Systems of Linear Equations
  • Ch. 45: Options Pricing on the GPU
  • Ch. 46: Improved GPU Sorting
  • Ch. 48: Medical Image Reconstruction with the FFT

[NVIDIA Official Website] Table of Contents of <GPU Gems 2> CD Content


<GPU Gems 3> CD Conents

Geometry

  • Ch. 01: Generating Complex Procedural Terrains Using the GPU
  • Ch. 02: Animated Crowd Rendering
  • Ch. 03: DirectX 10 Blend Shapes: Breaking the Limits
  • Ch. 04: Next-Generation SpeedTree Rendering
  • Ch. 06: GPU-Generated Procedural Wind Animations for Trees

Light and Shadows

  • Ch. 08: Summed-Area Variance Shadow Maps
  • Ch. 10: Parallel-Split Shadow Maps on Programmable GPUs
  • Ch. 12: High-Quality Ambient Occlusion
  • Ch. 13: Volumetric Light Scattering as a Post-Process

Rendering

  • Ch. 14: Advanced Techniques for Realistic Real-Time Skin Rendering
  • Ch. 16: Vegetation Procedural Animation and Shading in Crysis
  • Ch. 17: Robust Multiple Specular Reflections and Refractions
  • Ch. 18: Relaxed Cone Stepping for Relief Mapping
  • Ch. 20: GPU-Based Importance Sampling

Image Effects

  • Ch. 21: True Impostors
  • Ch. 26: Object Detection by Color: Using the GPU for Real-Time Video Image Processing (Mac OS X only)

Physics Simulation

  • Ch. 29: Real-Time Rigid Body Simulation on GPUs
  • Ch. 31: Fast N-Body Simulation with CUDA
  • Ch. 33: Broad-Phase Collision Detection with CUDA

GPU Computing

  • Ch. 36: AES Encryption and Decryption on the GPU
  • Ch. 37: Efficient Random Number Generation and Application Using CUDA

:neutral_face: PS: NVIDIA did not provide official website for <GPU Gems 3> CD Content



【Bonus】Full Book Web Version of GPU Gems 1~3