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GEOMETRY LIGHT AND SHADOWS RENDERING IMAGE EFFECTS PHYSICS SIMULATION GPU COMPUTING Command Fetch

Iterator
Engines
VE VE VE VE VE VE

Generating Complex Summed-Area Variance Advanced Techniques True Impostors Real-Time Rigid Body Packet
Fast Virus Signature
Packet Program

Procedural Terrains Shadow Maps for Realistic Real-Time Eric Risser Simulation on GPUs Executes Here Thread Dispatch
Matching on the GPU
100s Threads/Engine

Using the GPU Andrew Lauritzen Skin Rendering (University of Central Takahiro Harada Elizabeth Seamans
Ryan Geiss (University of Waterloo) Eugene d’Eon Florida) (University of Tokyo) PE PE PE PE PE PE PE PE PE PE PE PE
(Juniper
PE PE PE PE
Networks)
(NVIDIA Corporation) David Luebke Thomas Alexander
7 157 293 (NVIDIA Corporation) 481 611 Memory
Controller
Memory
Controller 771 Memory
Controller
(Polytime)
Memory
Controller

GDDR-3 GDDR-3 GDDR-3 GDDR-3

Animated Crowd Interactive Cinematic Playable Universal Baking Normal Maps Real-Time Simulation AES Encryption and
Rendering Relighting with Global Capture on the GPU and Rendering of 3D Decryption on the GPU
Bryan Dudash Illumination George Borshukov Diogo Teixeira Fluids Takeshi Yamanouchi
(NVIDIA Corporation) Fabio Pellacini Jefferson Montgomery (Move Interactive) Keenan Crane (SEGA Corporation)
(Dartmouth College) John Hable (University of Illinois at
39 183 Miloš Hašan 349 (Electronic Arts) 491 633 Urbana-Champaign) 785
Kavita Bala Ignacio Llamas
(Cornell University) Sarah Tariq
(NVIDIA Corporation)

1
DirectX 10 Blend Parallel-Split Vegetation Procedural High-Speed, Off-Screen Fast N-Body Simulation Efficient Random
Shapes: Breaking the Shadow Maps on Animation and Shading Particles with CUDA 0.8 Number Generation
Limits Programmable GPUs in Crysis Iain Cantlay Lars Nyland and Application Using
Tristan Lorach Fan Zhang Tiago Sousa (NVIDIA Corporation) Mark Harris 0.6 CUDA
(NVIDIA Corporation) Hanqiu Sun (Crytek) (NVIDIA Corporation) 0.4 Lee Howes
53 203 (The Chinese University 373 513 677 Jan Prins 805 David Thomas
of Hong Kong) (University of North 0.2 (Imperial College
Oskari Nyman Carolina at Chapel Hill) London)
0
(Helsinki University of
Technology) –0.2

–0.4

Next-Generation Efficient and Robust Robust Multiple The Importance of Broad-Phase Collision
–0.6 Imaging Earth’s
SpeedTree Rendering Shadow Volumes Using Specular Reflections Being Linear Detection with CUDA Subsurface Using
–0.8
Alexander Kharlamov Hierarchical Occlusion and Refractions Larry Gritz Scott Le Grand CUDA
Iain Cantlay Culling and Geometry Tamás Umenhoffer Eugene d’Eon (NVIDIA Corporation) –1 Bernard Deschizeaux
–1 –0.5 0 0.5 1
Yury Stepanenko Shaders (Budapest University of (NVIDIA Corporation) Jean-Yves Blanc
69 (NVIDIA Corporation) 239 Martin Stich 387 Tech. and Econ.) 529 697 831 (CGGVeritas)
(mental images) Gustavo Patow
Carsten Wächter (University of Girona)
Alexander Keller László Szirmay-Kalos
(Ulm University) (Budapest University of
Tech. and Econ.)

Generic Adaptive Mesh High-Quality Ambient Relaxed Cone Stepping Rendering Vector Art LCP Algorithms for Parallel Prefix Sum
Refinement Occlusion for Relief Mapping on the GPU Collision Detection (Scan) with CUDA
Tamy Boubekeur Jared Hoberock Fabio Policarpo Charles Loop Using CUDA Mark Harris
Christophe Schlick Yuntao Jia (Perpetual Jim Blinn Peter Kipfer (NVIDIA Corporation)
(LaBRI—INRIA, (University of Illinois at Entertainment) (Microsoft Research) (Havok) Shubhabrata Sengupta
93 University of Bordeaux) 257 Urbana-Champaign) 409 Manuel M. Oliveira 543 723 851 John D. Owens
(Instituto de (University of
Informática—UFRGS) California, Davis)

GPU-Generated Volumetric Light Deferred Shading in Object Detection by Signed Distance Fields Incremental
Procedural Wind Scattering as a Post- Tabula Rasa Color: Using the GPU Using Single-Pass GPU Computation of the
Animations for Trees Process Rusty Koonce for Real-Time Video Scan Conversion of Gaussian
Renaldas Zioma Kenny Mitchell (NCsoft Corporation) Image Processing Tetrahedra Ken Turkowski
(Electronic Arts/Digital (Electronic Arts) Ralph Brunner Kenny Erleben (Adobe Systems)
105 Illusions CE) 275 429 563 Frank Doepke 741 (University of 877
Bunny Laden Copenhagen)
(Apple) Henrik Dohlmann
(3Dfacto R&D)

Point-Based Visualization GPU-Based Importance Motion Blur as a Post- Practical Post-Process Using the Geometry
of Metaballs on a GPU Sampling Processing Effect Depth of Field Shader for Compact
Kees van Kooten Mark Colbert Gilberto Rosado Earl Hammon, Jr. and Variable-Length
Gino van den Bergen (University of Central (Rainbow Studios) (Infinity Ward) GPU Feedback
(Playlogic Game Factory) Florida) Franck Diard
Alex Telea Jaroslav Křivánek (NVIDIA Corporation)
123 (Eindhoven University of 459 575 583 891
(Czech Technical
Technology) University in Prague)

From the new book GPU Gems 3, edited by Hubert Nguyen, published by Addison-Wesley Professional, August 2007, ISBN 0321515269. Copyright 2008 NVIDIA Corporation. For more information, please visit: www.awprofessional.com/title/0321515269.

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