- GPU Gems 2: Chapter 3. Inside Geometry Instancing
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GPU Gems 2: Chapter 3. ... However, rendering a large number of small objects, each made from a few polygons, imposes a big strain on today's GPUs and ...
- GPU Gems: Part I - Natural Effects | NVIDIA Developer Zone
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20 Apr 2011 ... In Chapter 3, "Skin in the 'Dawn' Demo," Curtis Beeson and Kevin Bjorke detail the shading techniques used for the fairy in the "Dawn" demo, ...
- GPU Gems 3 | NVIDIA Developer Zone
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20 Apr 2011 ... Chapter 3: DirectX 10 Blend Shapes: Breaking the Limits ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image ...
- GPU Gems 2: Part I - Geometric Complexity
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Geometric complexity—how many objects are visible and how detailed each ... Chapter 3, "Inside Geometry Instancing," describes his solution: a framework of ...
- GPU Gems 2: Part I - Geometric Complexity | NVIDIA Developer Zone
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13 Jul 2009 ... Geometric complexity—how many objects are visible and how detailed ... Chapter 3, "Inside Geometry Instancing," describes his solution: a ...
- GPU Gems 2: Chapter 4. Segment Buffering
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Figure 4-1 A Scene with Many Instances of the Same Object ... Segments are rendered as static batches (see Chapter 3 of this book, "Inside Geometry ...
- GPU Gems 2: Chapter 5. Optimizing Resource Management with ...
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Before calling a draw method, we must set this vertex declaration object together with the vertex ... (See Chapter 3 of this book, "Inside Geometry Instancing.") ...
- GPU Gems 2: Chapter 6. Hardware Occlusion Queries Made Useful ...
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13 Jul 2009 ... GPU Gems 2: Chapter 6. ... These nodes should contain many objects, so that skipping them if they are occluded saves geometry, overdraw, ...
- GPU Gems 2: Chapter 1. Toward Photorealism in Virtual Botany ...
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13 Jul 2009 ... GPU Gems 2: Chapter 1. ... For each cell that is filled with natural objects, we need to pick suitable spots on the ground where those objects are ...
- GPU Gems 2: Chapter 8. Per-Pixel Displacement Mapping with ...
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13 Jul 2009 ... GPU Gems 2: Chapter 8. Per-Pixel ... This means work is concentrated on nearby objects, where it is needed most. A disadvantage of using the ...
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