Geometry Manipulation Wolfgang Engel, editor GPU Terrain Subdivision and Tessellation Benjamin Mistal Introducing the Programmable Vertex Pulling Rendering Pipeline Christophe Riccio and Sean Lilley A WebGL Globe Rendering Pipeline Patrick Cozzi and Daniel Bagnell Rendering Christopher Oat and Carsten Dachsbacher, editors Practical Planar Reflections using Cubemaps and Image Proxies Sébastien Lagarde and Antoine Zanuttini Real-Time Ptex and Vector Displacement Karl Hillesland Decoupled Deferred Shading on the GPU Gábor Liktor and Carsten Dachsbacher Tiled Forward Shading Markus Billeter, Ola Olsson, and Ulf Assarsson Forward+: A Step Toward Film-Style Shading in Real TimeMarkus Billeter, Ola Olsson, and Ulf Assarsson Forward+: A Step Toward Film-Style Shading in Real Time Takahiro Harada, Jay McKee, and Jason C. Yang Progressive Screen-Space Multi-Channel Surface Voxelization Athanasios Gaitatzes and Georgios Papaioannou Rasterized Voxel-Based Dynamic Global Illumination Hawar Doghramachi Image Space Michal Valient, editor The 'Skylands' Depth-of-Field Shader Michael Bukowski, Padraic Hennessy, Brian Osman, and Morgan McGuire Simulating Partial Occlusion in Post-Processing Depth-of-Field Methods David C. Schedl and Michael Wimmer Second-Depth Anti-Aliasing Emil Persson Practical Frame Buffer Compression Pavlos Mavridis and Georgios Papaioannou Coherence-Enhancing Filtering on the GPU Jan Eric Kyprianidis and Henry Kang Shadows Wolfgang Engel, editor Real-Time Deep Shadow Maps René Fürst, Oliver Mattausch, and Daniel Scherzer Game Engine Design Wessam Bahnassi, editor An Aspect-Based Engine Architecture Donald Review Kinect Programming with Direct3D 11 Jason Zink A Pipeline for Authored Structural Damage Homam Bahnassi and Wessam Bahnassi GPGPU Sebastien St-Laurent, editor Bit-Trail Traversal for Stackless LBVH on DirectCompute Sergio Murguía, Francisco Ávila, Leo Reyes, and Arturo García Real-Time JPEG Compression using DirectCompute Stefan Petersson Jan Eric Kyprianidis and Henry Kang Shadows Wolfgang Engel, editor Real-Time Deep Shadow Maps René Fürst, Oliver Mattausch, and Daniel Scherzer Game Engine Design Wessam Bahnassi, editor An Aspect-Based Engine Architecture Donald Review Kinect Programming with Direct3D 11 Jason Zink A Pipeline for Authored Structural Damage Homam Bahnassi and Wessam Bahnassi GPGPU Sebastien St-Laurent, editor Bit-Trail Traversal for Stackless LBVH on DirectCompute Sergio Murguía, Francisco Ávila, Leo Reyes, and Arturo García Real-Time JPEG Compression using DirectCompute Stefan Petersson G Compression using DirectCompute Stefan Petersson.
GPU Pro 4 : Advanced Rendering Techniques