- GPU Gems 3: Chapter 4. Next-Generation SpeedTree Rendering ...
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17 Jul 2009 ... SpeedTree is a middleware package from IDV Inc. for rendering real-time ... Our technique extrudes fins from the silhouette of the object in a ...
- APEX Vegetation | NVIDIA Developer Zone
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SpeedTree 5.1 Modeler integration to ensure turnkey operation; Support for ... parts, damage parameters, and leaf emitter rates (by using physical objects to test ...
- GPU Gems 3 | NVIDIA Developer Zone
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20 Apr 2011 ... Chapter 4: Next-Generation SpeedTree Rendering ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image ...
- PhysX | NVIDIA Developer Zone
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Suggested Reading · Cg Tutorial · GPU Programming Guide · GPU Gems · GPU Gems 2 · GPU Gems 3 · Community · DevZone Blog · Events · Forums ...
- PhysX DCC | NVIDIA Developer Zone
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Suggested Reading · Cg Tutorial · GPU Programming Guide · GPU Gems · GPU ... system for sharing and adjusting physics properties on many objects at once.
- GPU Gems 3: Chapter 26. Object Detection by Color: Using the GPU ...
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17 Jul 2009 ... Suggested Reading · Cg Tutorial · GPU Programming Guide · GPU Gems ... Object detection and tracking have applications in robotics, ... In this chapter, we discuss one use of object detection: overlaying a tracked object with an image. ..... Next-Generation SpeedTree Rendering · GPU Gems 3: Chapter 5.
- GPU Gems 3
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Chapter 4: Next-Generation SpeedTree Rendering ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image Processing .... namely HLSL, GLSL, or Cg. Anyone working with interactive 3D applications will find in this ...
- Unreal Development Kit | NVIDIA Developer Zone
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UnrealScript, a fully integrated, high-level object-oriented programming language . ... with leading game development middleware including PhysX, SpeedTree, ...
- GPU Gems 3: Chapter 32. Broad-Phase Collision Detection with ...
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17 Jul 2009 ... Collision detection among many 3D objects is an important component ... The brute-force implementation of broad phase for n objects consists ...
- GPU Gems 3: Chapter 34. Signed Distance Fields Using Single ...
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17 Jul 2009 ... Usually the convention of using negative values inside the object and ..... The complete Cg program for the signed distance field computation is ...
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