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GPU Gems 3: Chapter 22. Baking Normal Maps on the GPU

2001. "A User Programmable Vertex Engine." Presentation at SIGGRAPH 2001. Available online at http://developer.nvidia.com/object/SIGGRAPH_2001.html.

GPU Gems 2: Chapter 10. Real-Time Computation of Dynamic ...

At SIGGRAPH 2001, a technique was presented that reduced the cost of computing .... For static objects, the ambient occlusion value can be precomputed and ...

GPU Gems: Chapter 16. Real-Time Approximations to Subsurface ...

In the real world, however, many objects are slightly translucent: light enters their surface, is scattered ..... Advanced RenderMan course notes, SIGGRAPH 2001.

The Cg Tutorial: Chapter 1. Introduction | NVIDIA Developer Zone

Apr 20, 2011 ... Prior to 2001, most computer graphics hardware—certainly the kind of .... First, they lack the ability to transform vertices of 3D objects; instead, vertex ..... spun off Pixar, published a SIGGRAPH paper about shade trees in 1984.

GPU Gems 3: Part IV - Image Effects

2001. "A User Programmable Vertex Engine." Presentation at SIGGRAPH 2001. Available online at http://developer.nvidia.com/object/SIGGRAPH_2001.html.

GPU Gems: Part I - Natural Effects | NVIDIA Developer Zone

Apr 20, 2011 ... In Chapter 5, "Implementing Improved Perlin Noise," Ken elaborates on recent advancements, as described at SIGGRAPH 2002, which correct ...

GPU Gems 3: Chapter 5. Generic Adaptive Mesh Refinement

Mesh refinement is a powerful technique for representing 3D objects with ..... In Proceedings of SIGGRAPH 2001 Symposium on Interactive 3D Graphics, pp.

GPU Gems 3: Chapter 20. GPU-Based Importance Sampling

As an alternative, we present a technique for image-based lighting of glossy objects using a Monte Carlo quadrature ..... In Proceedings of SIGGRAPH 2001, pp.

GPU Gems 3: Chapter 13. Volumetric Light Scattering as a Post ...

In Computer Graphics (Proceedings of SIGGRAPH 86) 20(4), pp. ... media such as gas molecules and aerosols, light occluding objects will cast volumes of shadow ... Another real-time method, based on the work of Radomir Mech (2001), uses ...

GPU Gems: Part III: Materials

In the real world, however, many objects are slightly translucent: light enters their surface, is scattered ..... Advanced RenderMan course notes, SIGGRAPH 2001.