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CSAA (Coverage Sampling Antialiasing) | NVIDIA Developer Zone

CSAA (Coverage Sampling Antialiasing) is one of the key new features of the GeForce 8 Series GPU. In summary, CSAA produces antialiased images that rival ...

Multisample coverage - NVIDIA Developer Forums

The web page http://developer.nvidia.com/object/coverage-sampled-aa.html has an example program in directX. Is there similar simple ...

GPU Gems 3: Chapter 4. Next-Generation SpeedTree Rendering

In particular, alpha to coverage does not accumulate in the same way as blended alpha. If two objects are drawn one on top of the other with 50 percent ...

PhysX | NVIDIA Developer Zone

World-Class Capabilities & Coverage. PhysX SDK unites real-time rigid body dynamics simulation and collision detection in a single easy-to-use package.

GPU Gems 3: Chapter 34. Signed Distance Fields Using Single ...

Usually the convention of using negative values inside the object and positive .... To ensure complete coverage, we make sure the generated tetrahedra covers ...

Implementing Fog in Direct3D

The farther objects are, the more they are obscured by fog. Objects that ... Using vertex fog, a fog coverage value is calculated for each vertex of a triangle, then ...

GPU Gems: Chapter 23. Depth of Field: A Survey of Techniques

Depth of field is the effect in which objects within some range of distances in a ... and have ample coverage in computer graphics literature, and because z-buffer ...

GPU Gems 2: Chapter 17. Efficient Soft-Edged Shadows Using Pixel ...

This subdivision provides even coverage of the domain, whereas each sample is .... It is usually avoided by rendering the object's back faces to the shadow map ...

GPU Gems: Chapter 21. Real-Time Glow

Even a subtle glow around an object gives the perception that it is brighter than an ..... The vertex shader is designed to accept simple, full-screen coverage ...

GPU Gems 3: Chapter 25. Rendering Vector Art on the GPU

A vector object contains layers of closed paths and curves. .... hull of the Bézier control points in these cases has zero area and, therefore, no pixel coverage.