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