- GPU Gems: Chapter 16. Real-Time Approximations to Subsurface ...
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In the real world, however, many objects are slightly translucent: light enters their surface, is scattered .... Christophe Hery's chapter from the SIGGRAPH 2003 RenderMan course (Hery 2003) goes into the .... Presentation available online at ...
- GPU Gems: Part III: Materials
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In the real world, however, many objects are slightly translucent: light enters .... Christophe Hery's chapter from the SIGGRAPH 2003 RenderMan course .... latest whitepapers and conference presentations that can help you with your projects.
- GPU Gems 2: Chapter 48. Medical Image Reconstruction with the FFT
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The FFT has been implemented in GPUs before (Ansari 2003, Spitzer 2003, Moreland and Angel 2003). ..... where, r(x) is the proton density, D is the extent of our 1D object, sr (t) is the .... NVIDIA course presentation, SIGGRAPH 2003. Wright ...
- GPU Gems 3: Chapter 20. GPU-Based Importance Sampling
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In "Monte Carlo Ray Tracing," ACM SIGGRAPH 2003 Course No. 44, July 2003. ... Presentation at Game Developers Conference 1999. Lafortune, E. P., S. Foo, ...
- GPU Gems 3: Chapter 15. Playable Universal Capture | NVIDIA ...
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17 Jul 2009 ... 2003). To guarantee robustness, we deploy a state-of-the-art facial motion ..... In ACM SIGGRAPH 2003 Sketches and Applications. ... Presentation at Game Developers Conference 2007. ... Object Detection by Color: Using the GPU for Real-Time Video Image Processing · GPU Gems 3: Chapter 27. Motion ...
- GPU Gems 2: Part VI - Simulation and Numerical Algorithms
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For simplicity of presentation, we first describe the scalar version of the algorithm, .... ACM Transactions on Graphics (Proceedings of SIGGRAPH 2003) 22(3), pp. ...... where geometric objects need to be sorted according to viewer distance but ...
- The Cg Tutorial: Chapter 1. Introduction | NVIDIA Developer Zone
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20 Apr 2011... and conference presentations that can help you with your projects. ..... First, they lack the ability to transform vertices of 3D objects; instead, vertex transformations occur in the CPU. ..... spun off Pixar, published a SIGGRAPH paper about shade trees in 1984. ..... Cover image © 2003 by NVIDIA Corporation ...
- GPU Gems 3: Chapter 13. Volumetric Light Scattering as a Post ...
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2003. "Real-Time Light-Atmosphere Interactions for Outdoor Scenes." In Graphics ... In Computer Graphics (Proceedings of SIGGRAPH 86) 20(4), pp. 117 –124.
- GPU Gems: Chapter 26. The OpenEXR Image File Format
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... to see all the latest whitepapers and conference presentations that can help you with your projects. ... Early in 2003, ILM released a new HDR file format with 16-bit floating-point .... the file because it is closed by the C++ destructor for the RgbaInputFile object. ..... Emerging technologies demonstration at SIGGRAPH 2003.
- GPU Gems: Chapter 37. A Toolkit for Computation on GPUs
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The Pentium 4 performance over the two years leading up to June 2003 ... Simon Green (2003) illustrated how to simulate cloth on the GPU using the same ..... Proceedings of the SIGGRAPH/Eurographics Workshop on Graphics ... 2003. " Stupid OpenGL Shader Tricks." Presentation at Game Developers Conference 2003.
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