- DX10: Practical Metaballs and Implicit surfaces
- GPU Gems 3: Chapter 3. DirectX 10 Blend Shapes: Breaking the ...
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Jul 17, 2009 ... With the capabilities introduced in DirectX 10 hardware, prior GPU-based ... A simpler animation sequence may use a series of poses through which the object is morphed. .... While this method does require multiple passes over the data, in practice, the ..... Point-Based Visualization of Metaballs on a GPU ...
- GPU Gems 3 | NVIDIA Developer Zone
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Apr 20, 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 ...
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Jul 17, 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: Part I - Geometry
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Chapter 3, "DirectX 10 Blend Shapes: Breaking the Limits," focuses on the animation ... 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: Chapter 28. Practical Post-Process Depth of Field ...
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Jul 17, 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 | NVIDIA Developer Zone
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Jul 17, 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 ...
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Jul 17, 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
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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 ...
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Jul 17, 2009 ... Collision detection among many 3D objects is an important ... Such an approach is very suitable when a lot of the objects are actually not colliding—as is the case in practice—so ..... DirectX 10 Blend Shapes: Breaking the Limits · GPU Gems 3: Chapter 4. ... Point-Based Visualization of Metaballs on a GPU ...
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