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List of contents
Ch 1 2D Distance Field Generation with the GPU; Ch 2 Order-Independant Transparency uing Per-Pixel Linked Lists; Ch 3 Simple and Fast Fluids; Ch 4 A fast Poison Solver for OpenCL using Multigrid Methods; Ch 5 Volumetric Transparency with Per-Pixel Fragment Lists; Ch 6 Practical Binary Surface and Solid Voxelization with Direct3D 11; Ch 7 Interactive Ray Tracing Using the Compute Shader in DirectX 11; Ch 8 Bit-Trail Traversal for Stackless LBVH on DirectCompute; Ch 9 Real-Time JPEG Compression Using Direct Compute; Ch 10 Gair Simulation in TressFX; Ch 11 Object-Order Ray Tracing for Fully Dynamic Scenes; Ch 12 Quad Trees on the GPU; Ch 13 Two-Level Constraint Solver and Pipelined Local Batching for Rigid Body Simulation on GPUs; Ch 14 Non-separable 2D, 3D, and 4D Filtering with CUDA; Ch 15 Compute-Based Tiled Culling; Ch 16 Rendering Vector Displacement-Mapped Surfaces in a GPU Ray Tracer; Ch 17 Smooth Probabistic Ambient Occlusion for Volume Rendedring. Ch 18 Octree Mapping from a Depth Camera. Ch 19 Interactive Sparse Eulerian Fluid
About the author
Wolfgang Engel is the CEO of Confetti, a think tank for advanced real-time graphics for the games and movie industries. Previously he worked in Rockstar's core technology group as the lead graphics programmer.
Summary
The19 articles by leading programmers contained in this volume focus on techniques that include going beyond the normal pixel and triangle scope of GPUs and take advantage of the parallelism of modern graphic processors to accomplish such tasks.