- 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 ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image Processing ... Chapter 35: Fast Virus Signature Matching on the GPU ...
- GPU Gems 3: Chapter 35. Fast Virus Signature Matching on the ...
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17 Jul 2009 ... GPU Gems 3: Chapter 35. Fast Virus ... The library accepts a data buffer and a data object description from the application. It inspects the data ...
- GPU Gems: Chapter 35. Leveraging High-Quality Software ...
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GPU Gems: Chapter 35. ... GPU Gems is now available, right here, online. ... The artist creates high-quality objects and shading effects using the DCC tool and ...
- GPU Gems 2: Chapter 35. GPU Program Optimization
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GPU Gems 2: Chapter 35. GPU Program Optimization ..... Available online at http: //developer.nvidia.com/object/nvperfhud_home.html. NVShaderPerf. Available ...
- 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, ..... GPU Scan Conversion of Tetrahedra · GPU Gems 3: Chapter 35.
- GPU Gems 3: Part VI - GPU Computing
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In Chapter 35, "Fast Virus Signature Matching on the GPU," Elizabeth ... filter to quickly identify possible virus signatures for thousands of data objects in parallel.
- 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
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Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image Processing ... Chapter 35: Fast Virus Signature Matching on the GPU ...
- GPU Gems: Part V - Performance and Practicalities
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Occlusion queries allow the GPU to return the amount of pixels that an object would ... In Chapter 35, "Leveraging High-Quality Software Rendering Effects in ...
- 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.
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