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GPU Gems 2: Chapter 3. Inside Geometry Instancing

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

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

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

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

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

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 ...

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 ...

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 ...

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 ...

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 ...