개인적으로 읽고 싶은 부분만 쫙 살펴보면서 뽑아 봤어. 옛날에는 봐도 뭐가 뭔지 몰랐는데, 그래도 지금은 용어라도 어느 정도 아름아름 다 알아서 다행이다 싶네.. 아직 갈 길이 멀지만 열심히 하겠습니다.. 나중에 구현도 하게 되면 설명도 간단하게 얹어서 올려 볼게.. 물론 일단 지금 번역하고 있는 거 끝내고.. 진짜 더 오래 공부할 수 있으면 좋겠다...

다 정리하고 나서 안건데 GPU Pro 360 이라고, 분야 별로 이때 까지 나온 GPU Pro 시리즈 모아둔게 있드라.. 너무 흥분해서 아마존 같은데 가서 목차 복붙 될걸 일일히 다 쳐버렸네
GPU Pro 1
  1. Virtual Texture Mapping 101
  2. Screen-Space Directional Occlusion
  3. Realistic Depth of Filed in Postproduction
  4. Real-Time Screen Space Cloud Lighting
  5. Screen-Space Subsurface Scattering
  6. Screen Space Soft Shadows
  7. Real-Time Interaction between Particles and the Dynamic Mesh on the GPU
GPU Pro 2
  1. Terrain and Ocean Rendering with Hardware Tessellation
  2. Pre-Integrated Skin Shading
  3. Implementing Fur Using Deferred Shading
  4. Large-Scale Terrain Rendering for Outdoor Games
  5. Volume Decals
  6. Temporal Screen-Space Ambient Occlusion
  7. Real-Time Approximation of Light Transport in Transclucent Homogeneous Media
  8. Diffuse Global Illumination with Temporally Coherent Light Propagation Volumes
  9. Variance Shadow Maps Light-Bleeding Reduction Tricks
  10. Fast Soft Shadows via Adaptive Shadow Maps
  11. Fast Soft Shadows with Temporal Coherence
  12. Practical, Dynamic Visibility for Games
  13. 2D Distance Field Generation with the GPU
  14. Order-Independent Transparency using Per-Pixel Linked Lists
GPU Pro 3
  1. Vertex Shader Tessellation
  2. Real-Time Deformable Terrain Rendering with DirectX 11
  3. An Approximation to the Chapman Grazing-Incidence Function for Atmospheric Scattering
  4. CryENGINE 3: Three Years of Work in Review
  5. Screen-Space Bent Cones: A Practical Approach
  6. Real-Time Near-Field Global Illumination Based on a Voxel Model
  7. A Quaternion-Based Rendering Pipeline
  8. Designing a Data-Driven Renderer
  9. Volumetric Transparency with Per-Pixel Fragment Lists
  10. Practical Binary Surface and Solid Voxelization with Direct3D 11
  11. Interactive Ray Tracing Using the Compute Shader in DirectX 11
GPU Pro 4
  1. Introducing the Programmable Vertex Pulling Rendering Pipeline
  2. Practical Planar Reflections Using Cubemaps and Image Proxies
  3. Decoupled Deferred Shading on the GPU
  4. Tiled Forward Shading
  5. Forward+: A Step Toward Film-Style Shading in Real Time
  6. Progressive Screen-Space Multichannel Surface Voxelization
  7. Rasterized Voxel-Based Dynamic Global Illumination
  8. Practical Framebuffer Compression
  9. Coherence-Enhancing Filtering on the GPU
  10. Real-Time Deep Shadow Maps
  11. An Aspect-Based Engine Architecture
  12. Bit-Trail Traversal for Stackless LBVH on DirectCompute
GPU Pro 5
  1. Particle-Based Simulation of Material Aging
  2. Physically Based Area Lights
  3. High Performance Outdoor Light Scattering Using Epipolor Sampling
  4. Volumetric Light Effects in Killzone: Shadow Fall
  5. Hi-Z Screen-Space Cone-Traced Reflections
  6. TressFX: Advanced Real-Time Hair Rendering
  7. Screen-Space Grass
  8. Bokeh Effects on the SPU
  9. Quaternions Revisited
  10. glTF:Designing an Open-Standard Runtime Asset Format
  11. Managing Transformations in Hierarcy
  12. Hair Simulation in TressFX
  13. Object-Order Ray Tracing for Fully Dynamic Scenes
  14. Quadtrees on the GPU
GPU Pro 6
  1. Dynamic GPU Terrain
  2. Next-Generation Rendering in Thief
  3. Real-Time Rendering of Physically Based Clouds Using Precomputed Scattering
  4. Sparse Procedural Volume Rendering
  5. Real-Time Lighting via Light Linked List
  6. Deferred Normalized Irradiance Probes
  7. Volumetric Fog and Lighting
  8. Physically Based Light Probe Generation on GPU
  9. Real-Time Global Illumination Using Slices
  10. Practical Screen-Space Soft Shadows
  11. Tile-Based Omnidirectional Shadows
  12. Compute-Based Tiled Culling
GPU Pro 7
  1. Deferred Snow Deformation in Rise of the Tomb Raider
  2. Clustered Shading: Assgning Lights Using Conservative Rasterization in DirectX 12
  3. Fine Pruned Tiled Light Lists
  4. Deferred Attribute Interpolation Shading
  5. Real-Time Volumetric Cloudscapes
  6. Adaptive Virtual Textures
  7. Deferred Coarse Pixel Shading
  8. Progressive Rendering Using Multi-frame Sampling
  9. Interactive Cinematic Particles
  10. Real-Time BC6H Compression on GPU
GPU Zen 1
  1. Stable Indirect Illumination
  2. Participating Media Using Extruded Light Volumes
  3. Deferred+
  4. Mobile Toon Shading
  5. Linear-Light Shading with Linearly Transformed Cosines
  6. Scalable Adaptive SSAO
  7. Robust Screen Space Ambient Occlusion
  8. Practical Gather-based Bokeh Depth of Field
  9. Optimizing the Graphics Pipeline with Compute
GPU Zen 2
  1. Adaptive GPU Tessellation with Compute Shaders
  2. Skinned Decals
  3. Real-time Snow Deformation in Horizon Zero Dawn: The Frozen Wilds
  4. Parallax-Corrected Cached Shadow Maps
  5. Real-Time Layered Materials Compositing Using Spatial Clustering Encoding
  6. A Ray Casting Technique for Baked Texture Generation
  7. Writing an Efficient Vulkan Renderer
  8. glTF - Runtime 3D Asset Delivery
  9. Real-Time Ray-Traced One-Bounce Caustics
  10. Adaptive Anti-Aliasing using Conservative Rasteriation and GPU Ray Tracing