2 The Graphics Rendering Pipeline
3 The Graphics Processing Unit
3.1 Data-Parallel Architectures
3.3 The Programmable Shader Stage
3.4 The Evolution of Programmable Shading and APIs
4.2 Special Matrix Transforms and Operations
5.3 Implementing Shading Models
5.5 Transparency, Alpha, and Compositing
7.2 Shadows on Curved Surfaces
7.5 Percentage-Closer Filtering
7.6 Percentage-Closer Soft Shadows
7.8 Volumetric Shadow Techniques
7.9 Irregular Z-Buffer Shadows
9.8 BRDF Models for Surface Reflection
9.9 BRDF Models for Subsurface Scattering
9.13 Blending and Filtering Materials
10.3 Spherical and Hemispherical Functions
10.5 Specular Image-Based Lighting
10.6 Irradiance Environment Mapping
11.2 General Global Illumination
11.5 Diffuse Global Illumination
11.6 Specular Global Illumination
14 Volumetric and Translucency Rendering
14.2 Specialized Volumetric Rendering
14.3 General Volumetric Rendering
15 Non-Photorealistic Rendering
15.3 Stroke Surface Stylization
16.1 Sources of Three-Dimensional Data
16.2 Tessellation and Triangulation
16.4 Triangle Fans, Strips, and Meshes
16.6 Compression and Precision
17.2 Parametric Curved Surfaces
18.1 Profiling and Debugging Tools
19.6 Detail and Small Triangle Culling
20.6 Object- and Texture-Space Shading
21 Virtual and Augmented Reality
21.1 Equipment and Systems Overview
22.11 Triangle/Triangle Intersection
22.12 Triangle/Box Intersection
22.13 Bounding-Volume/Bounding-Volume Intersection
22.14 View Frustum Intersection
22.16 Intersection between Three Planes
23.2 Massive Compute and Scheduling
23.4 Memory Architecture and Buses
23.7 Depth Culling, Testing, and Buffering