Part I: Geometry Manuipulation 1.1 Scalar to Polygonal: Extracting Isosurfaces Using Geometry Shaders 1.2: Fast-High Quality Rendering with Real-Time Tessellation on GPUs 1.3: Dynamic Terrain Rendering on GPUs Using Real-Time Tessellation 1.4: Adaptive Re-Meshing for Displacement Mapping 1.5: Fast Tessellation of Quadrilateral Patches for Dynamic Levels of Details
Part II: Rendering Techniques 2.1: Quick Noise for GPUs 2.2: Efficient Soft Particles 2.3: Simplified High-Quality Anti-Aliased Lines 2.4: Fast Skin Shading 2.5: An Efficient and Physically Plausible Real-Time Shading Model 2.6: Graphics Techniques in Crackdown 2.7: Deferred Rendering Transparency 2.8: Deferred Shading with Multisampling Anti-Aliasing in DirectX 10 2.9: Light-Indexed Deferred Rendering
Part III: Image Space 3.1: Efficient Post-Processing with Importance Sampling 3.2: Efficient Real-Time Motion Blur for Multiple Rigid Objects 3.3 Real-Time Image Abstraction by Directed Filtering
Part IV: Shadows 4.1: Practical Cascaded Shadow Maps 4.2: A Hybrid Method for Interactive Shadows in Homogeneous Media 4.3: Real-Time Dynamic Shadows for Image-Based Lighting 4.4: Facetted Shadow Mapping for Large Dynamic Game Environments
Part V: Enironmental Effects 5.1: Dynamic Weather Effects 5.2: Interactive Hydraulic Erosion on the GPU 5.3: Advanced Geometry for Complex Sky Representation
Part VI: Global Illumination Effects 6.1: Screen-Spcae Ambient Occlusion 6.2: Image-Space Horizon-Based Ambient Occlusion 6.3: Deferred Occlusion from Analytic Surfaces 6.4: Fast Fake Global Illumination 6.5: Real-Time Subsurface Scattering Using Shadow Maps 6.6: Instant Radiosity with GPU Photon tracing and Approxiate Indirect Shadows 6.7: Variance Methods for Screen-Space Ambient Occlusion 6.8: Per-Pixel Ambient Occlusion Using Geometry Shaders
Part VII: Handheld Devices 7.1: Optimizing Your First OpenGL ES Application 7.2: Optimzed Shaders for Advanced Graphical User Interfaces 7.3: Facial Ainimation for Mobile GPUs 7.4: Augmented Reality on Mobile Phones
Part VIII: 3D Engine Design Overview 8.1: Cross-PlatformRendering Thread: Design and Impementation 8.2: Advanced GUI System for Games 8.3: Game-Engine-Friendly Occlusion Culling 8.5: Designing a Renderer for Multiple Lights; The Light Pre-Pass Renderer 8.6: Light Pre-Pass Renderer: Using the CIE Luv Color Space 8.7: Elemental Engine II
Part IX: Beyond Pixels and Triangles 9.1: Sliced grid: A Memory and Computatioanlly Efficient Data Structure for Particle-Based Simulation on the GPU 9.2: Free-Viewpoint Video on the GPU 9.3: A Volue Shader for Quantum Voronoi Diagrams Inside the 3D Bloch Ball 9.4: Packing Arbitrary Bit Fields into 16-Bit ...