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GDC 2012 | NVIDIA Developer Zone

Feb 14, 2012 ... At GDC 2012, NVIDIA delivered a broad selection of presentations ... Topics include integration of a physics engine into a game, rigid body .... Room 2006, West Hall ... 3 with a 1-2% performance hit in 1920x1200 on PC (DX10 or DX11). ... The first is the inclusion of dynamic objects within the full radiosity ...

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 26. Object Detection by Color: Using the GPU ...

Jul 17, 2009 ... Object detection and tracking have applications in robotics, surveillance, ... In this chapter, we discuss one use of object detection: overlaying a ...

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 9. Interactive Cinematic Relighting with ...

Jul 17, 2009 ... 2006) extends relighting engines to support cinematic relighting with multiple- bounce indirect illumination. The relighting is achieved by ...

GPU Gems 3: Chapter 18. Relaxed Cone Stepping for Relief ...

Jul 17, 2009 ... The presence of geometric details on object surfaces dramatically changes the ... Cone step mapping (CSM) (Dummer 2006) provides a clever ...

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 4. Next-Generation SpeedTree Rendering ...

Jul 17, 2009 ... Our technique extrudes fins from the silhouette of the object in a ... Finding silhouettes and fin extrusion can be performed directly on DirectX 10 hardware. ... game engine, out-of-the-box SpeedTree shadows are precomputed ... 2006. Also , see Chapter 10 of this book, "Parallel-Split Shadow ..... GDC 2012 ...

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 34. Signed Distance Fields Using Single ...

Jul 17, 2009 ... Usually the convention of using negative values inside the object and .... with sign problems caused by folding, as done in Houston et al. 2006.