- GPU Gems 3: Part I - Geometry
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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
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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 ...
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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 ...
- GPU Gems 3: Part III - Rendering
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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 ...
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