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DX10: Batching and Performance Considerations
GPU Gems 3: Part I - Geometry

Rendering particular objects such as terrain, characters, and trees is extremely ...... .download.nvidia.com/presentations/2007/gdc/CascadesDemoSecrets.zip. ... This chapter shows how to use DirectX 10 instancing with vertex texture fetches to ...... 2006. Also, see Chapter 10 of this book, "Parallel-Split Shadow Maps on ...

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 Processing .... Kevin has been a regular speaker at events such as SIGGRAPH and GDC since the .... He received an M.S. in engineering from the University of Tokyo in 2006.

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 ... of DirectX 9-level and DirectX 10-level hardware to improve performance. .... This case is illustrated by the "caster" object in Figure 10-5. ..... Figure 10-12 The GPU Rendering Pipeline in the Instancing Method ..... GDC 2012 ...

NVIDIA Graphics SDK - DirectX Code Samples | NVIDIA Developer ...

This example shows how to simulate tessellation using instancing. .... The Smoke and Fire also correctly interact with moving objects in thier path ... This technique is a DirectX10 implementation of the SIGGRAPH 2006 sketch .... GDC 2012 ...

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

Jul 17, 2009 ... A signed distance field is represented as a grid sampling of the closest distance to the surface of an object represented as a polygonal model.

GPU Gems 3: Chapter 5. Generic Adaptive Mesh Refinement ...

Jul 17, 2009 ... Recently a geometry shader (Blythe 2006) has been designed for geometry ... and is stored once for all on the GPU, as a vertex buffer object. ... are uploaded to the GPU (by using uniform variables, for instance) and ..... DirectX 10 Blend Shapes: Breaking the Limits · GPU Gems 3: Chapter 4. ... GDC 2012 ...

GPU Gems 3: Chapter 20. GPU-Based Importance Sampling ...

Jul 17, 2009 ... 2006) or spherical harmonics (Ramamoorthi and Hanrahan ... As an alternative, we present a technique for image-based lighting of glossy objects using a ... For instance, if we are integrating a glossy material with the ..... DirectX 10 Blend Shapes: Breaking the Limits · GPU Gems 3: Chapter 4. ... GDC 2012 ...

GPU Gems 3: Part III - Rendering

Donner and Jensen 2006 later introduce a two-layer model that still gives convincing ..... Alternatively, diffusion profiles can be measured from a real-world object by ...... http://developer.download.nvidia.com/presentations/2007/gdc/ Advanced_Skin.pdf. ..... Also, each instance has its own stiffness, and the wind strength gets ...

GPU Gems 3: Chapter 30. Real-Time Simulation and Rendering of ...

Jul 17, 2009 ... 2006 provides an excellent resource in this respect. ..... Additionally, instancing can be used to draw all slices in a single draw call, rather than ...