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GPU Gems 3: Chapter 3. DirectX 10 Blend Shapes: Breaking the ...

17 Jul 2009 ... With the capabilities introduced in DirectX 10 hardware, prior ... may use a series of poses through which the object is morphed. ..... Point-Based Visualization of Metaballs on a GPU ... Practical Post-Process Depth of Field ...

GPU Gems 3 | NVIDIA Developer Zone

20 Apr 2011 ... Chapter 3: DirectX 10 Blend Shapes: Breaking the Limits Tristan Lorach ... Chapter 7: Point-Based Visualization of Metaballs on a GPU Kees van Kooten ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image Processing ... Chapter 28: Practical Post-Process Depth of Field ...

GPU Gems 3: Chapter 7. Point-Based Visualization of Metaballs on ...

17 Jul 2009 ... In this chapter we present a technique for rendering metaballs on state-of-the-art ... in the order of the entire volume of a metaball object; all grid cells have to be ..... A global data structure will not be a practical solution in this case; ..... DirectX 10 Blend Shapes: Breaking the Limits · GPU Gems 3: Chapter 4.

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

17 Jul 2009 ... Practical Post-Process Depth of Field. Last updated: Jul ... This technique works well for blurring distant objects, but it doesn't extend well to blurring the foreground. K U0159.GIF ..... DirectX 10 Blend Shapes: Breaking the Limits · GPU Gems 3: Chapter 4. ... Point-Based Visualization of Metaballs on a GPU ...

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 ... Chapter 7, "Point-Based Visualization of Metaballs on a GPU" by Kees van ..... However, for practical use, we must be able to domesticate the shape of the terrain.

GPU Gems 3: Part I - Geometry | NVIDIA Developer Zone

17 Jul 2009 ... Chapter 3, "DirectX 10 Blend Shapes: Breaking the Limits," focuses on the animation ... Rendering particular objects such as terrain, characters, and trees is extremely important, but ... Chapter 7, "Point-Based Visualization of Metaballs on a GPU" by Kees van Kooten ... Practical Post-Process Depth of Field ...

GPU Gems 3: Chapter 26. Object Detection by Color: Using the GPU ...

17 Jul 2009 ... Object detection and tracking have applications in robotics, ... In this chapter, we discuss one use of object detection: overlaying a tracked ..... DirectX 10 Blend Shapes: Breaking the Limits · GPU Gems 3: Chapter 4. ... Point-Based Visualization of Metaballs on a GPU ... Practical Post-Process Depth of Field ...

GPU Gems 3

Chapter 3: DirectX 10 Blend Shapes: Breaking the Limits Tristan Lorach ... Chapter 7: Point-Based Visualization of Metaballs on a GPU Kees van Kooten ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image Processing Ralph Brunner ... Chapter 28: Practical Post-Process Depth of Field ...

GPU Gems 3: Chapter 32. Broad-Phase Collision Detection with ...

17 Jul 2009 ... Collision detection among many 3D objects is an important component of ... The brute-force implementation of broad phase for n objects ..... DirectX 10 Blend Shapes: Breaking the Limits · GPU Gems 3: Chapter 4. ... Point-Based Visualization of Metaballs on a GPU ... Practical Post-Process Depth of Field ...