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This presentation covers using programmable... Type: PDF · Procedural 3D Texturing. This demo shows solid texturing of an object... Type: ZIP · GDC 2004 ...

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

Demers (2004), in the original GPU Gems book, divides depth-of-field ... This technique works well for blurring distant objects, but it doesn't extend ..... 2004. " Advanced Depth of Field." Presentation at Game Developers Conference 2004. Available online at http://ati.amd.com/developer/gdc/Scheuermann_DepthOfField .pdf.

Practical Performance Analysis and Tuning Practical Performance ...

http://developer.nvidia.com/object/GDC_2004_Pres entations.html ... ntations. html, Has other presentations on finding and locating the ... Available at GDC 2004 ...

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GPU Gems: Part I - Natural Effects | NVIDIA Developer Zone

Apr 20, 2011 ... Please visit our Resources page to see all the latest whitepapers and conference presentations that can help you with your projects.

NVIDIA Developer Zone

This week's spotlight is on Bart Gallet, a principal analyst at Mosaic ATM, a business founded in 2004 to conduct research and development for improving the ...

GPU Gems 3: Chapter 14. Advanced Techniques for Realistic Real ...

Pharr and Humphreys 2004 provide an excellent presentation of Fresnel ... calculation that allows m, the roughness parameter, to vary over the object. ...... at http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin. pdf.

GPU Gems 3: Chapter 16. Vegetation Procedural Animation and ...

We have thousands of different vegetation objects in Crysis, often covering the entire screen. So we .... Presentation at Game Developers Conference 2004. ... Available online at http://ati.amd.com/developer/gdc/2007/D3DTutorial_Crytek. pdf.

GPU Gems 3

His work is featured on the covers of GPU Gems (Addison-Wesley, 2004) and ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image .... Kevin has been a regular speaker at events such as SIGGRAPH and GDC ..... demonstrations such as those at Sony's E3 presentations in 2005 and 2006.

GPU Gems 3: Part I - Geometry

Rendering particular objects such as terrain, characters, and trees is extremely ...... /developer.download.nvidia.com/presentations/2007/gdc/ CascadesDemoSecrets.zip. ..... For this reason they are also known as morph targets (Beeson 2004).