GPU Gems is available since March, and the
CG Tutorial is now online as well.
TOC:
GPU Gems
# Part I: Natural Effects
* Chapter 1. Effective Water Simulation from Physical Models
* Chapter 2. Rendering Water Caustics
* Chapter 3. Skin in the "Dawn" Demo
* Chapter 4. Animation in the "Dawn" Demo
* Chapter 5. Implementing Improved Perlin Noise
* Chapter 6. Fire in the "Vulcan" Demo
* Chapter 7. Rendering Countless Blades of Waving Grass
* Chapter 8. Simulating Diffraction
# Part II: Lighting and Shadows
* Chapter 9. Efficient Shadow Volume Rendering
* Chapter 10. Cinematic Lighting
* Chapter 11. Shadow Map Antialiasing
* Chapter 12. Omnidirectional Shadow Mapping
* Chapter 13. Generating Soft Shadows Using Occlusion Interval Maps
* Chapter 14. Perspective Shadow Maps: Care and Feeding
* Chapter 15. Managing Visibility for Per-Pixel Lighting
# Part III: Materials
* Chapter 16. Real-Time Approximations to Subsurface Scattering
* Chapter 17. Ambient Occlusio
* Chapter 18. Spatial BRDFs
* Chapter 19. Image-Based Lighting
* Chapter 20. Texture Bombing
# Part IV: Image Processing
* Chapter 21. Real-Time Glow
* Chapter 22. Color Controls
* Chapter 23. Depth of Field: A Survey of Techniques
* Chapter 24. High-Quality Filtering
* Chapter 25. Fast Filter-Width Estimates with Texture Maps
* Chapter 26. The OpenEXR Image File Format
* Chapter 27. A Framework for Image Processing
# Part V: Performance and Practicalities
* Chapter 28. Graphics Pipeline Performance
* Chapter 29. Efficient Occlusion Culling
* Chapter 30. The Design of FX Composer
* Chapter 31. Using FX Composer
* Chapter 32. An Introduction to Shader Interfaces
* Chapter 33. Converting Production RenderMan Shaders to Real-Time
* Chapter 34. Integrating Hardware Shading into Cinema 4D
* Chapter 35. Leveraging High-Quality Software Rendering Effects in Real-Time Applications
* Chapter 36. Integrating Shaders into Applications
# Part VI: Beyond Triangles
* Chapter 37. A Toolkit for Computation on GPUs
* Chapter 38. Fast Fluid Dynamics Simulation on the GPU
* Chapter 39. Volume Rendering Techniques
* Chapter 40. Applying Real-Time Shading to 3D Ultrasound Visualization
* Chapter 41. Real-Time Stereograms
* Chapter 42. Deformers
CG Tutorial
# Chapter 1. Introduction
# Chapter 2. The Simplest Programs
# Chapter 3. Parameters, Textures, and Expressions
# Chapter 4. Transformations
# Chapter 5. Lighting
# Chapter 6. Animation
# Chapter 7. Environment Mapping Techniques
# Chapter 8. Bump Mapping
# Chapter 9. Advanced Topics
# Chapter 10. Profiles and Performance
# Appendix A. Getting Started with Cg
# Appendix B. The Cg Runtime
# Appendix C. The CgFX File Format
# Appendix D. Cg Keywords
# Appendix E. Cg Standard Library Functions
# Color Plates