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GPU Gems 1–3(精选章节摘录)

NVIDIA

30 份文件36 KBraw/books/gpu-gems
  1. 01Chapter 9. Efficient Shadow Volume Rendering — Morgan McGuireMarkdown
  2. 02Chapter 11. Shadow Map Antialiasing — Michael Bunnell & Fabio PellaciniMarkdown
  3. 03Chapter 12. Omnidirectional Shadow Mapping — Philipp S. GerasimovMarkdown
  4. 04Chapter 14. Perspective Shadow Maps: Care and Feeding — Simon KozlovMarkdown
  5. 05Chapter 16. Real-Time Approximations to Subsurface Scattering — Simon GreenMarkdown
  6. 06Chapter 9. Deferred Shading in S.T.A.L.K.E.R. — Oles ShishkovtsovMarkdown
  7. 07Chapter 10. Real-Time Computation of Dynamic Irradiance Environment Maps — Gary KingMarkdown
  8. 08Chapter 14. Dynamic Ambient Occlusion and Indirect Lighting — Michael BunnellMarkdown
  9. 09Chapter 16. Accurate Atmospheric Scattering — Sean O'NeilMarkdown
  10. 10Chapter 17. Efficient Soft-Edged Shadows Using Pixel Shader Branching — Yury UralskyMarkdown
  11. 11Chapter 18. Using Vertex Texture Displacement for Realistic Water — Yuri KryachkoMarkdown
  12. 12Chapter 19. Generic Refraction Simulation — Tiago Sousa (Crytek)Markdown
  13. 13Chapter 1. Generating Complex Procedural Terrains Using the GPU — Ryan GeissMarkdown
  14. 14Chapter 5. Generic Adaptive Mesh Refinement — Boubekeur & SchlickMarkdown
  15. 15Chapter 8. Summed-Area Variance Shadow Maps — Andrew LauritzenMarkdown
  16. 16Chapter 10. Parallel-Split Shadow Maps on Programmable GPUs — Zhang, Sun, NymanMarkdown
  17. 17Chapter 12. High-Quality Ambient Occlusion — Hoberock, JiaMarkdown
  18. 18Chapter 13. Volumetric Light Scattering as a Post-Process — Kenny MitchellMarkdown
  19. 19Chapter 14. Advanced Techniques for Realistic Real-Time Skin Rendering — d'Eon, LuebkeMarkdown
  20. 20Chapter 16. Vegetation Procedural Animation and Shading in Crysis — Tiago SousaMarkdown
  21. 21Chapter 17. Robust Multiple Specular Reflections and Refractions — Umenhoffer et al.Markdown
  22. 22Chapter 18. Relaxed Cone Stepping for Relief Mapping — Policarpo, OliveiraMarkdown
  23. 23Chapter 19. Deferred Shading in Tabula Rasa — Rusty KoonceMarkdown
  24. 24Chapter 20. GPU-Based Importance Sampling — Colbert, KřivánekMarkdown
  25. 25Chapter 21. True Impostors — Eric RisserMarkdown
  26. 26Chapter 22. Baking Normal Maps on the GPU — Diogo TeixeiraMarkdown
  27. 27Chapter 23. High-Speed, Off-Screen Particles — Iain CantlayMarkdown
  28. 28Chapter 24. The Importance of Being Linear — Gritz, d'EonMarkdown
  29. 29Chapter 27. Motion Blur as a Post-Processing Effect — Gilberto RosadoMarkdown
  30. 30Chapter 28. Practical Post-Process Depth of Field — Earl Hammon Jr. (Infinity Ward)Markdown
说明(README)
  • Source: https://developer.nvidia.com/gpugems/ (GPU Gems 1–3 free online)
  • Publisher: Addison-Wesley / NVIDIA
  • Policy: add-only. Do not modify or delete existing files here.
  • Scope for wiki ingest: graphics/shader chapters (geometry, lighting/shadows, rendering, image effects). Skip pure CUDA/GPGPU unless clear graphics relevance.
  • Images omitted; prose distilled to full-chapter reading notes for wiki merge (not verbatim dump of nav chrome).

Volume layout

FolderVolumePriority
gems3/GPU Gems 3Rendering/lighting first
gems2/GPU Gems 2High-value graphics chapters
gems1/GPU Gems 1High-value graphics chapters

gems3 captured

FileChapterWiki merge
ch08-summed-area-variance-shadow-maps.md8. Summed-Area Variance Shadow Maps滤波阴影贴图; 软阴影 PCF/PCSS
ch10-parallel-split-shadow-maps.md10. Parallel-Split Shadow Maps级联阴影贴图
ch12-high-quality-ambient-occlusion.md12. High-Quality Ambient Occlusion环境光遮蔽
ch13-volumetric-light-scattering.md13. Volumetric Light Scattering雾与简易体积光照
ch14-realistic-real-time-skin.md14. Realistic Real-Time Skin实时次表面散射
ch18-relaxed-cone-stepping.md18. Relaxed Cone Stepping视差贴图
ch19-deferred-shading-tabula-rasa.md19. Deferred Shading in Tabula Rasa延迟着色
ch24-importance-of-being-linear.md24. The Importance of Being Linear显示编码与 sRGB
ch27-motion-blur-post-process.md27. Motion Blur as a Post-Processing Effect运动模糊
ch28-practical-post-process-dof.md28. Practical Post-Process Depth of Field景深

| ch16-vegetation-crysis.md | 16. Vegetation in Crysis | 植被程序动画与着色 |

| ch17-multiple-reflections-refractions.md | 17. Multiple Reflections/Refractions | 半透明表面与折射 |

| ch20-gpu-based-importance-sampling.md | 20. GPU-Based Importance Sampling | IBL; 蒙特卡洛 |

| ch21-true-impostors.md | 21. True Impostors | 替身与深度精灵 |

| ch22-baking-normal-maps-gpu.md | 22. Baking Normal Maps | 法线贴图 |

| ch23-high-speed-off-screen-particles.md | 23. Off-Screen Particles | 粒子系统 |

gems2 captured

FileChapterWiki merge
ch09-deferred-shading-stalker.md9. Deferred Shading STALKER延迟着色
ch10-dynamic-irradiance-environment-maps.md10. Dynamic Irradiance Env MapsIBL
ch14-dynamic-ambient-occlusion.md14. Dynamic AO & Indirect环境光遮蔽
ch16-accurate-atmospheric-scattering.md16. Accurate Atmospheric Scattering天空与云
ch17-efficient-soft-edged-shadows.md17. Soft-Edged Shadows (branching PCF)软阴影 PCF
ch19-generic-refraction-simulation.md19. Generic Refraction Simulation半透明与折射

gems1 captured

FileChapterWiki merge
ch09-efficient-shadow-volume-rendering.md9. Efficient Shadow Volumes阴影基础与阴影体
ch11-shadow-map-antialiasing.md11. Shadow Map Antialiasing (PCF)软阴影 PCF
ch12-omnidirectional-shadow-mapping.md12. Omnidirectional Shadow Mapping阴影贴图
ch14-perspective-shadow-maps.md14. Perspective Shadow Maps阴影贴图
ch16-realtime-sss-approximations.md16. Real-Time SSS Approximations实时次表面散射

gems3 Part I added

FileChapterWiki merge
ch01-procedural-terrains-gpu.md1. Procedural Terrains GPU地形渲染
ch05-generic-adaptive-mesh-refinement.md5. Generic Adaptive Mesh Refinement曲面细分与几何着色器

gems2 added

FileChapterWiki merge
ch18-vertex-texture-water.md18. Vertex Texture Water半透明与折射

Resume

See [[outputs/gpu-gems_progress.md]]. High-value shading/lighting/shadows/rendering track largely DONE. Optional leftovers: Gems1 Ch10/13, Gems3 Ch4 SpeedTree / Ch6 wind, misc Gems2 Part I geometry.

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