- CSAA (Coverage Sampling Antialiasing) | NVIDIA Developer Zone
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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
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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
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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
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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 ...
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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
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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
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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 ...
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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
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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
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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.
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