1. Introduction
2. Classic OpenGL
3. Basic techniques for shadows, reflections and refractions
3.1. Projected Shadows
3.2. Shadow Volumes
3.3. Shadow Maps
3.4. Reflections
3.5. Refractions
3.6. Depth Peeling
4. The programmable pipeline
4.1. Fragment, Vertex & Geometry shaders
4.2. Cg
4.3. Render-to-texture, formats and addressing
5. General techniques
5.1. Hight Dynamic Range
5.2. Deferred Shading
5.3. Ray Tracing at the GPU
5.4. GPUs as general programmable processors
6. Visualization acceleration techniques
6.1. Spatial Data Structures
6.2. Parallax Occlusion Mapping
7. GPU-based Global Illumination
7.1. Global illumination versus local illumination
7.2. Ray Casting on the GPU
7.3. Diffuse and Glossy Indirect Illumination
7.4. Pre-computation Aided Global Illumination
7.5. Participating Media Rendering
7.6. Fake global illumination