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@@ -58,7 +58,7 @@ CD Content ( Source Code ) of Book <GPU Gems 1~3>
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<br>
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- [ [NVIDIA Official Website] Table of Contents of <GPU Gems 1> ](http://http.download.nvidia.com/developer/GPU_Gems/CD_Image/Index.html)
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[ [NVIDIA Official Website] Table of Contents of <GPU Gems 1> ](http://http.download.nvidia.com/developer/GPU_Gems/CD_Image/Index.html)
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### Geometric Complexity
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- Ch. 02: Terrain Rendering using GPU-Based Geometry Clipmaps
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- Ch. 06: Hardware Occlusion Queries Made Useful
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- Ch. 07: Adaptive Tessellation of Subdivision Surfaces
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with Displacement Mapping
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- Ch. 08: Per-Pixel Displacement Mapping with Distance Functions
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- [Ch. 02: Terrain Rendering using GPU-Based Geometry Clipmaps](/GPU-Gems-2-CD-Content/Geometric_Complexity/Ch_02_Terrain_Rendering_using_GPU-Based_Geometry_Clipmaps)
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- [Ch. 06: Hardware Occlusion Queries Made Useful](/GPU-Gems-2-CD-Content/Geometric_Complexity/Ch_06_Hardware_Occlusion_Queries_Made_Useful)
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- [Ch. 07: Adaptive Tessellation of Subdivision Surfaces with Displacement Mapping](/GPU-Gems-2-CD-Content/Geometric_Complexity/Ch_07_Adaptive_Tessellation_of_Subdivision_Surfaces_)
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- [Ch. 08: Per-Pixel Displacement Mapping with Distance Functions](/GPU-Gems-2-CD-Content/Geometric_Complexity/Ch_08_Per-Pixel_Displacement_Mapping_with_Distance_Functions)
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### Shading, Lighting, and Shadows
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- Ch. 10: Real-Time Computation of Dynamic Irradiance Environment Maps
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- Ch. 11: Approximate Bidirectional Texture Functions
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- Ch. 12: Tile-Based Texture Mapping
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- Ch. 14: Dynamic Ambient Occlusion and Indirect Lighting
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- Ch. 15: Blueprint Rendering and "Sketchy Drawings"
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- Ch. 16: Accurate Atmospheric Scattering
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- Ch. 17: Efficient Soft-Edged Shadows Using Pixel Shader Branching
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- Ch. 18: Using Vertex Texture Displacement for Realistic Water Rendering
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- Ch. 19: Generic Refraction Simulation
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- [Ch. 10: Real-Time Computation of Dynamic Irradiance Environment Maps](/GPU-Gems-2-CD-Content/Shading_Lighting_and_Shadows/Ch_10_Real-Time_Computation_of_Dynamic_Irradiance_Environment_Maps)
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- [Ch. 11: Approximate Bidirectional Texture Functions](/GPU-Gems-2-CD-Content/Shading_Lighting_and_Shadows/Ch_11_Approximate_Bidirectional_Texture_Functions)
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- [Ch. 12: Tile-Based Texture Mapping](/GPU-Gems-2-CD-Content/Shading_Lighting_and_Shadows/Ch_12_Tile-Based_Texture_Mapping)
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- [Ch. 14: Dynamic Ambient Occlusion and Indirect Lighting](/GPU-Gems-2-CD-Content/Shading_Lighting_and_Shadows/Ch_14_Dynamic_Ambient_Occlusion_and_Indirect_Lighting)
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- [Ch. 15: Blueprint Rendering and "Sketchy Drawings"](/GPU-Gems-2-CD-Content/Shading_Lighting_and_Shadows/Ch_15_Blueprint_Rendering_and_Sketchy_Drawings)
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- [Ch. 16: Accurate Atmospheric Scattering](/GPU-Gems-2-CD-Content/Shading_Lighting_and_Shadows/Ch_16_Accurate_Atmospheric_Scattering)
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- [Ch. 17: Efficient Soft-Edged Shadows Using Pixel Shader Branching](/GPU-Gems-2-CD-Content/Shading_Lighting_and_Shadows/Ch_17_Efficient_Soft-Edged_Shadows_Using_Pixel_Shader_Branching)
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- [Ch. 18: Using Vertex Texture Displacement for Realistic Water Rendering](/GPU-Gems-2-CD-Content/Shading_Lighting_and_Shadows/Ch_18_Using_Vertex_Texture_Displacement_for_Realistic_Water_Rendering)
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- [Ch. 19: Generic Refraction Simulation](/GPU-Gems-2-CD-Content/Shading_Lighting_and_Shadows/Ch_19_Generic_Refraction_Simulation)
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### High-Quality Rendering
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- Ch. 20: Fast Third-Order Texture Filtering
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- Ch. 21: High Quality Antialiased Rasterization
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- Ch. 23: Hair Animation and Rendering in the Nalu Demo
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- Ch. 26: Implementing Improved Perlin Noise
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- Ch. 28: Mipmap Level Measurement
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- [Ch. 20: Fast Third-Order Texture Filtering](/GPU-Gems-2-CD-Content/High-Quality_Rendering/Ch_20_Fast_Third-Order_Texture_Filtering)
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- [Ch. 21: High Quality Antialiased Rasterization](/GPU-Gems-2-CD-Content/High-Quality_Rendering/Ch_21_High_Quality_Antialiased_Rasterization)
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- [Ch. 23: Hair Animation and Rendering in the Nalu Demo](/GPU-Gems-2-CD-Content/High-Quality_Rendering/Ch_23_Hair_Animation_and_Rendering_in_the_Nalu_Demo)
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- [Ch. 26: Implementing Improved Perlin Noise](/GPU-Gems-2-CD-Content/High-Quality_Rendering/Ch_26_Implementing_Improved_Perlin_Noise)
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- [Ch. 28: Mipmap Level Measurement](/GPU-Gems-2-CD-Content/High-Quality_Rendering/Ch_28_Mipmap_Level_Measurement)
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### General-Purpose Computation on GPUs: A Primer
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- Ch. 31: Mapping Computational Concepts to GPUs
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- Ch. 36: Stream Reduction Operations for GPGPU Applications
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- [Ch. 31: Mapping Computational Concepts to GPUs](/GPU-Gems-2-CD-Content/High-General-Purpose_Computation_on_GPUs_A_Primer/Ch_31_Mapping_Computational_Concepts_to_GPUs)
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- [Ch. 36: Stream Reduction Operations for GPGPU Applications](/GPU-Gems-2-CD-Content/High-General-Purpose_Computation_on_GPUs_A_Primer/Ch_36_Stream_Reduction_Operations_for_GPGPU_Applications)
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### Image-Oriented Computing
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- Ch. 37: Octree Textures on the GPU
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- Ch. 38: High-Quality Global Illumination Using Rasterization
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- Ch. 40: Computer Vision on the GPU
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- Ch. 42: Conservative Rasterization
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- [Ch. 37: Octree Textures on the GPU](/GPU-Gems-2-CD-Content/High-General-Image-Oriented_Computing/Ch_37_Octree_Textures_on_the_GPU)
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- [Ch. 38: High-Quality Global Illumination Using Rasterization](/GPU-Gems-2-CD-Content/High-General-Image-Oriented_Computing/Ch_38_High-Quality_Global_Illumination_Using_Rasterization)
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- [Ch. 40: Computer Vision on the GPU](/GPU-Gems-2-CD-Content/High-General-Image-Oriented_Computing/Ch_40_Computer_Vision_on_the_GPU)
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- [Ch. 42: Conservative Rasterization](/GPU-Gems-2-CD-Content/High-General-Image-Oriented_Computing/Ch_42_Conservative_Rasterization)
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### Simulation and Numerical Algorithms
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- Ch. 43: GPU Computing for Protein Structure Prediction
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- Ch. 44: A GPU Framework for Solving Systems of Linear Equations
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- Ch. 45: Options Pricing on the GPU
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- Ch. 46: Improved GPU Sorting
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- Ch. 48: Medical Image Reconstruction with the FFT
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- [Ch. 43: GPU Computing for Protein Structure Prediction](/GPU-Gems-2-CD-Content/Simulation_and_Numerical_Algorithms/Ch_43_GPU_Computing_for_Protein_Structure_Prediction)
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- [Ch. 44: A GPU Framework for Solving Systems of Linear Equations](/GPU-Gems-2-CD-Content/Simulation_and_Numerical_Algorithms/Ch_44_A_GPU_Framework_for_Solving_Systems_of_Linear_Equations)
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- [Ch. 45: Options Pricing on the GPU](/GPU-Gems-2-CD-Content/Simulation_and_Numerical_Algorithms/Ch_45_Options_Pricing_on_the_GPU)
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- [Ch. 46: Improved GPU Sorting](/GPU-Gems-2-CD-Content/Simulation_and_Numerical_Algorithms/Ch_46_Improved_GPU_Sorting)
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- [Ch. 48: Medical Image Reconstruction with the FFT](/GPU-Gems-2-CD-Content/Simulation_and_Numerical_Algorithms/Ch_48_Medical_Image_Reconstruction_with_the_FFT)
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<br>
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