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

17 Jul 2009 ... GPU Gems 3: Chapter 28. Practical ... This technique works well for blurring distant objects, but it doesn't extend well to blurring the foreground.

GPU Gems 3 | NVIDIA Developer Zone

20 Apr 2011 ... GPU Gems 3 contains over 40 chapters and nearly 1000 pages full of the ... 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 2: Chapter 28. Mipmap-Level Measurement

GPU Gems 2: Chapter 28. Mipmap-Level ... Current 3D applications display objects that use tens or hundreds of thousands of polygons. Although we could ...

GPU Gems: Chapter 28. Graphics Pipeline Performance

GPU Gems: Chapter 28. ... GPU Gems is now available, right here, online. ... For this reason, it frequently helps to vary workloads on an object-by-object, ...

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

17 Jul 2009 ... Object detection and tracking have applications in robotics, surveillance, ..... Motion Blur as a Post-Processing Effect · GPU Gems 3: Chapter 28.

GPU Gems: Part V - Performance and Practicalities

In Chapter 28, "Graphics Pipeline Performance," Cem Cebenoyan gives an ... Occlusion queries allow the GPU to return the amount of pixels that an object ...

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

17 Jul 2009 ... GPU Gems 3: Chapter 32. ... Collision detection among many 3D objects is an important component of physics simulation, computer-aided ...

GPU Gems 3: Chapter 34. Signed Distance Fields Using Single ...

17 Jul 2009 ... GPU Gems 3: Chapter 34. ... Usually the convention of using negative values inside the object and positive values outside the object is applied.

GPU Gems 3: Chapter 13. Volumetric Light Scattering as a Post ...

17 Jul 2009 ... GPU Gems 3: Chapter 13. Volumetric Light .... where D(f) is the combined attenuated sun-occluding objects' opacity for the view location f.

GPU Gems 3: Chapter 27. Motion Blur as a Post-Processing Effect ...

17 Jul 2009 ... GPU Gems 3: Chapter 27. ... When an object is rendered and its depth values are written to the depth buffer, the values stored in the depth ...