1. effective water simulation from physical models
2. rendering water caustics
3. skin in the “dawn” demo
4. animation in the “dawn”demo
5. implementing improved perlin noise
6. fire in the “vulcan” demo
7. rendering countless blades of waving grass
8. simulating diffraction
9. efficient shadow volume rendering
10. cinematic lighting
11. shadow map anialiasing
12. omnidirectional shadow mapping
13. generating soft shadows using occlusion interval maps
14. perspective shadow maps:care and feeding
15. managing visivilitu for per-pixel lighting
16. real-time approximations to subsurface scattering
17. ambient occlusion
18. spatial BRDFs
19. image-based lighting
20. texture bombing
21. real-time glow
22. color controls
23. depth of field: a survery of techniques
24. high-quality filtering
25. fast filter-width estimates with texture maps
26. the openEXR image file format
27. a framework for image processing
28. graphic pipeline performance
29. Efficient occlusion culling
30. The design of FX composer
31. Using FX composer
32. An intro to shader interfaces
33. Converting production RenderMan shaders to real-time
34. Integrating hardware shading into cinema 4D
35. Leveraging high-quality software rendering effects
36. Integrating shaders into applications
37. A toolkit for computation on GPUs
38. Fast fluid dynamics simulation on the GPU
39. Volume rendering techniques
40. Applying real-time shading to 3D ultrasound visualization
41. Real-time stereograms
42. deformers
1. Toward photorealism in virtual botany
2. Terrain rendering using GPU-based geometry clipmaps
3. Inside geometry instancing
4. Segment buffering
5. Optimizing resource management with multistreaming
6. Hardware occlusion queries made useful
7. Adaptive tessellation of subdivision surfaces with displacement mapping
8. Per-pixel displacement mapping with distance functions
9. Deferred shading in S.T.A.L.K.E.R
10. Real-time computation of dynamic irradiance
11. Approximate bidirectional texture functions
12. Tile-based texture mapping
13. Implementing the mental images phenomena renderer on the GPU
14. Dynamic ambient occlusion and indirect lighting
15. Blueprint rendering and “sketchy drawings”
16. Accurate atmospheric scattering
17. Efficient soft-edged shadows using pixel shader branching
18. Using vertex texture displacement for realistic water rendering
19. Generic refraction simulation
20. Fast thied-order texture filtering
21. High-quality antialiased rasterization
22. Fast prefiltered lines
23. Hair animation and rendering in the nalu demo
24. Using lookup tables to accelerate color transformations
25. GPU image processing in apple’s motion
26. Implementing improved perlin noise
27. Advanced high-quality filtering
28. Mipmap-level measurement
29. Streaming architectures and technology trends
30. The GeForce 6 series GPU architecture
31. Mapping computational concepts to GPUs
32. Taking the plunge into GPU computing
33. Implementing efficient parallel data structures on GPUs
34. GPU flow-control idioms
35. GPU program optimization
36. Stream reduction operations for GPGPU applications
37. Octree texture on the GPU
38. High-quality global illumination rendering using rasterization
39. Global illumination using progressive refinement radiosity
40. Computer vision on the GPU
41. Deferred filtering: rendering from difficult data formats
42. Conservative rasterization
43. GPU computing for protein structure prediction
44. A GPU framework for solving systems of linear equations
45. Options pricing on the GPU
46. Improved GPU sorting
47. Flow simulation with complex boundaries
48. Medical image reconstruction with the FFT
2.1 matrix properties
2.2 linear systems
2.3 matrix inverses
2.4 determinants
2.5 eigenvalues and eigenvectors
2.6 diagonalization
chap 3 transforms
3.1 linear transformations
3.1.1 orthogonal matrices
3.1.2 handedness
3.2 scaling transforms
3.3 rotation transforms
3.3.1 rotation about an arbitrary axis
3.4 homogeneous coordinates
3.4.1 four-dimensional transforms
3.4.2 points and directions
3.4.3 geometrical interpretation of the w-coordinate
3.5 transforming normal vectors
3.6 quaternions
3.6.1 quaternion mathematics
3.6.2 rotations with quaternions
3.6.3 spherical linear interpolation
chap 4 3d engine geometry
4.1 lines in 3D space
4.1.1 distance between a point and a line
4.1.2 distance between two lines
4.2 planes in 3D space
4.2.1 intersection of a line and a plane
4.2.2 intersection of three planes
4.2.3 transforming planes
4.3 the view frustum
4.3.1 field of view
4.3.2 frustum planes
4.4 perspective-correct interpolation
4.4.1 depth interpolation
4.4.2 vertex attribute interpolation
4.5 projections
4.5.1 perspective projections
4.5.2 orthographic projections
4.5.3 extracting frustum planes
chap 5 ray tracing
5.1 root finding
5.1.1 quadratic polynomials
5.1.2 cubic polynomials
5.1.3 quartic polynomials
5.1.4 newton's method
5.1.5 refinement of reciprocals and square roots
5.2 surface intersections
5.2.1 intersection of a ray and a triangle
5.2.2 intersection of a ray and a box
5.2.3 intersection of a ray and a sphere
5.2.4 intersection of a ray and a cylinder
5.2.5 intersection of a ray and a torus
5.3 normal vector calculation
5.4 reflection and refraction verctors
5.4.1 reflection vector calculation
5.4.2 refraction vector calculation
chap 6 illumination
6.1 RGB color
6.2 light sources
6.2.1 ambient light
6.2.2 directional light sources
6.2.3 point light sources
6.2.4 spot light sources
6.3 diffuse lighting
6.4 texture mapping
6.4.1 standard texture maps
6.4.2 projective texture maps
6.4.3 cube texture maps
6.4.4 filtering and mipmaps
6.5 specular lighting
6.6 emission
6.7 shading
6.7.1 calculating normal vectors
6.7.2 gouraud shading
6.7.3 phong shading
6.8 bump mapping
6.8.1 bump map construction
6.8.2 tangent space
6.8.3 calculating tangent vectors
6.8.4 implementation
6.9 a physical reflection model
6.9.1 bidirecional reflectance distribution functions
6.9.2 cook-torrance illumination
6.9.3 the fresnel factor
6.9.4 the microfacet distribution function
6.9.5 the geometrical attenuation factor
6.9.6 implementation
chap 7 visibility determination
7.1 bouding volume construction
7.1.1 principal component analysis
7.1.2 bouding box construction
7.1.3 bouding sphere construction
7.1.4 bouding ellipsoid construction
7.1.5 bouding cylinder construction
7.2 bouding volume tests
7.2.1 bouding sphere test
7.2.2 bouding ellipsoid test
7.2.3 bouding cylinder test
7.2.4 bouding box test
7.3 spatial partitioning
7.3.1 octrees
7.3.2 binary space partitioning trees
7.4 portal systems
7.4.1 portal clipping
7.4.2 reduced view frustums
chap 8 collision detection
8.1 plane collisions
8.1.1 collision of a sphere and a plane
8.1.2 collision of a box and a plane
8.1.3 spatial partitioning
8.2 general sphere collisions
8.3 sliding
8.4 collision of two spheres
12.1 rotating environments
12.1.1 angular velocity
12.1.2 the centrifugal force
12.1.3 the coriolis force
12.2 rigid body motion
12.2.1 center of mass
12.2.2 angular momentum and torque
12.2.3 the inertia tensor
12.2.4 principal axes of inertia
12.3 oscillatory motion
12.3.1 spring motion
12.3.2 pendulum motion
14.1 linear systems
14.1.1 triangular systems
14.1.2 gaussian elimination
14.1.3 LU decomposition
14.1.4 error reduction
14.1.5 tridiagonal systemS
14.2 eigenvalues and eigenvectors
14.3 ordinary differential equations
14.3.1 euler's method
14.3.2 taylor series method
14.3.3 runge-kutta method
14.3.4 higher-order differential equations