This is the GPU Gems source code from https://github.com/QianMo/GPU-Gems-Book-Source-Code with all its binary files removed. If you need those files, go to the original repo.
CD Content ( Source Code ) of Book < GPU Gems > 1~3
- Effective Water Simulation from Physical Models
- Rendering Water Caustics
- Skin in the "Dawn" Demo
- Animation in the "Dawn" Demo
- Fire in the "Vulcan" Demo
- Rendering Countless Blades of Waving Grass
- Simulating Diffraction
- Efficient Shadow Volume Rendering
- Omnidirectional Shadow Mapping
- Generating Soft Shadows Using Occlusion Interval Maps
- Color Controls
- Depth of Field: A Survey of Techniques
- High-Quality Filtering
- The OpenEXR File Format
- A Framework for Image Processing
- Converting Production RenderMan Shaders to Real-Time
- Using FX Composer
- Integrating Hardware Shading into Cinema 4D
- A Toolkit for Computation on GPUs
- Fast Fluid Dynamics on the GPU
- Real-Time Stereograms
- Applying Real-Time Shading to 3D Ultrasound Visualization
[NVIDIA Official Website] Table of Contents of <GPU Gems 1> CD Content
- Ch. 02: Terrain Rendering using GPU-Based Geometry Clipmaps
- Ch. 06: Hardware Occlusion Queries Made Useful
- Ch. 07: Adaptive Tessellation of Subdivision Surfaces with Displacement Mapping
- Ch. 08: Per-Pixel Displacement Mapping with Distance Functions
- Ch. 10: Real-Time Computation of Dynamic Irradiance Environment Maps
- Ch. 11: Approximate Bidirectional Texture Functions
- Ch. 12: Tile-Based Texture Mapping
- Ch. 14: Dynamic Ambient Occlusion and Indirect Lighting
- Ch. 15: Blueprint Rendering and "Sketchy Drawings"
- Ch. 16: Accurate Atmospheric Scattering
- Ch. 17: Efficient Soft-Edged Shadows Using Pixel Shader Branching
- Ch. 18: Using Vertex Texture Displacement for Realistic Water Rendering
- Ch. 19: Generic Refraction Simulation
- Ch. 20: Fast Third-Order Texture Filtering
- Ch. 21: High Quality Antialiased Rasterization
- Ch. 23: Hair Animation and Rendering in the Nalu Demo
- Ch. 26: Implementing Improved Perlin Noise
- Ch. 28: Mipmap Level Measurement
- Ch. 31: Mapping Computational Concepts to GPUs
- Ch. 36: Stream Reduction Operations for GPGPU Applications
- Ch. 37: Octree Textures on the GPU
- Ch. 38: High-Quality Global Illumination Using Rasterization
- Ch. 40: Computer Vision on the GPU
- Ch. 42: Conservative Rasterization
- Ch. 43: GPU Computing for Protein Structure Prediction
- Ch. 44: A GPU Framework for Solving Systems of Linear Equations
- Ch. 45: Options Pricing on the GPU
- Ch. 46: Improved GPU Sorting
- Ch. 48: Medical Image Reconstruction with the FFT
[NVIDIA Official Website] Table of Contents of <GPU Gems 2> CD Content
- Ch. 01: Generating Complex Procedural Terrains Using the GPU
- Ch. 02: Animated Crowd Rendering
- Ch. 03: DirectX 10 Blend Shapes: Breaking the Limits
- Ch. 04: Next-Generation SpeedTree Rendering
- Ch. 06: GPU-Generated Procedural Wind Animations for Trees
- Ch. 08: Summed-Area Variance Shadow Maps
- Ch. 10: Parallel-Split Shadow Maps on Programmable GPUs
- Ch. 12: High-Quality Ambient Occlusion
- Ch. 13: Volumetric Light Scattering as a Post-Process
- Ch. 14: Advanced Techniques for Realistic Real-Time Skin Rendering
- Ch. 16: Vegetation Procedural Animation and Shading in Crysis
- Ch. 17: Robust Multiple Specular Reflections and Refractions
- Ch. 18: Relaxed Cone Stepping for Relief Mapping
- Ch. 20: GPU-Based Importance Sampling
- Ch. 21: True Impostors
- Ch. 26: Object Detection by Color: Using the GPU for Real-Time Video Image Processing (Mac OS X only)
- Ch. 29: Real-Time Rigid Body Simulation on GPUs
- Ch. 31: Fast N-Body Simulation with CUDA
- Ch. 33: Broad-Phase Collision Detection with CUDA
- Ch. 36: AES Encryption and Decryption on the GPU
- Ch. 37: Efficient Random Number Generation and Application Using CUDA
😐 PS: NVIDIA did not provide official website for <GPU Gems 3> CD Content