- CUDA C/C++ SDK CODE Samples | NVIDIA Developer Zone
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This sample demonstrates 3D Volumetric Filtering using 3D Textures and 3D ..... This sample implements a separable convolution filter of a 2D signal with a ...
- GPU Gems 2: Chapter 27. Advanced High-Quality Filtering
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A 2D convolution filter is said to be separable when it is equivalent to applying a .... makes it harder for observers to discern objects, because the ganglion cells, ...
- GPU Gems 2: Part III - High-Quality Rendering
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However, for high-quality derivatives, we can also use convolution filters and apply the ..... It also provides optimized vertex buffer object (VBO) primitive drawing ...
- NVIDIA Performance Primitives | NVIDIA Developer Zone
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FilterBox, Filter, FilterRow, FilterColumn, FilterMax, FilterMin, Dilate, Erode, SumWindowColumn, SumWindowRow. JPEG. DCTQuantInv, DCTQuantFwd ...
- GPU Gems 2: Chapter 21. High-Quality Antialiased Rasterization
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(Separable filters are a special case of general convolution filters that can be expressed .... It also provides optimized vertex buffer object (VBO) primitive drawing ...
- GPU Computing SDK | NVIDIA Developer Zone
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... Gravitational n-body simulation; Black-Scholes & binomial option pricing; 3D Finite-difference time-domain (FDTD); Video encode/decode; Image convolution ...
- GPU Gems: Chapter 21. Real-Time Glow
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Even a subtle glow around an object gives the perception that it is brighter than an .... also allows us to resize and filter the back-buffer image in the process of ... The separable convolution reduces the cost from d 2 to 2d, so it will cost only 100 ...
- GPU Computing Webinars | NVIDIA Developer Zone
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A powerful library with hundreds of fast prepacked convolutions, reductions, matrix indexing, linear algebra, image processing, signal processing, and statistics ...
- GPU Gems 3: Part III - Rendering
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However, a series of intermediate Gaussian convolution textures are retained and ... are used to accelerate 2D convolution with a wide, nonseparable bloom filter by ... calculation that allows m, the roughness parameter, to vary over the object.
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