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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
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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 ...
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http://developer.nvidia.com/object/GDC_2004_Pres entations.html ... ntations. html, Has other presentations on finding and locating the ... Available at GDC 2004 ...
- 31 - | NVIDIA Developer Zone
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View: Grid View · Table View · Title, Description, Type, Post date ...
- GPU Gems: Part I - Natural Effects | NVIDIA Developer Zone
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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
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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 ...
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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 ...
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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
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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
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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).
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