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