NVIDIA Developer Zone

Search

Search results
NVIDIA PerfKit | NVIDIA Developer Zone

Support for Fermi GPUs; Support for latest drivers (Post R256); Simplified handling of 32b and 64b applications; Minor bug fixes; Save/Load DX10 frame ...

GPU Gems 3: Chapter 27. Motion Blur as a Post-Processing Effect ...

Jul 17, 2009 ... However, adding support for motion blur to an existing engine can ... When an object is rendered and its depth values are written to the ... Some details on how to access the depth buffer as a texture are discussed in Gilham 2006. ... DirectX 10 Blend Shapes: Breaking the Limits · GPU Gems 3: ... GDC 2012 ...

GPU Gems 3

Chapter 3: DirectX 10 Blend Shapes: Breaking the Limits ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image .... Kevin has been a regular speaker at events such as SIGGRAPH and GDC since the ... he moved to writing game engines, with published titles including Machines and MotoGP 3.

GPU Gems 3: Contributors | NVIDIA Developer Zone

Jul 17, 2009 ... Evan is a frequent speaker at GDC and he has contributed to chapters in ... In 2006 he graduated summa cum laude for his master's degree at the ... Lately, his efforts have gone into GPU algorithms for the display of curved objects. ... From the creation of a specific engine for digging complex galleries into a ...

GPU Gems 3: Chapter 28. Practical Post-Process Depth of Field ...

Jul 17, 2009 ... This technique works well for blurring distant objects, but it doesn't extend well ... (2006) achieve the blurring seen in DoF by modeling it as heat diffusion, ..... These are set by the game engine. sampler shrunkSampler; .... Available online at http://ati.amd.com/developer/gdc/Scheuermann_DepthOfField.pdf.

GPU Gems 3: Chapter 10. Parallel-Split Shadow Maps on ...

Jul 17, 2009 ... 2006). In this technique the view frustum is split into multiple depth layers using clip ... of DirectX 9-level and DirectX 10-level hardware to improve performance. .... This case is illustrated by the "caster" object in Figure 10-5. ...... Application Engine Introduction · CUDA GPUs. Featured Articles. GDC 2012 ...

GPU Gems 3: Part I - Geometry

Here, Bryan Dudash of NVIDIA shows how to utilize DirectX 10 features to animate an ... Rendering particular objects such as terrain, characters, and trees is extremely ...... .download.nvidia.com/presentations/2007/gdc/ CascadesDemoSecrets.zip. ... as well as more difficult to integrate into an existing rendering engine.

GPU Gems 3: Chapter 17. Robust Multiple Specular Reflections and ...

Jul 17, 2009 ... 2006) in the general case. To control the number of layers, we can limit the number of peeling passes, so we put far objects into a single layer ...

GPU Gems 3: Part III - Rendering

Donner and Jensen 2006 later introduce a two-layer model that still gives ..... Alternatively, diffusion profiles can be measured from a real-world object by ...... http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin. pdf. ...... Ambient lighting in our engine now has three variations: outdoor, indoor, and a ...