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GPU Gems 2: Chapter 4. Segment Buffering | NVIDIA Developer Zone

Jul 13, 2009 ... GPU Gems 2: Chapter 4. Segment Buffering ... 04_segmentbuffer_01.jpg. Figure 4-1 A Scene with Many Instances of the Same Object ...

GPU Gems 2: Part I - Geometric Complexity | NVIDIA Developer Zone

Jul 13, 2009 ... Geometric complexity—how many objects are visible and how detailed each ... Jon describes his findings in Chapter 4, "Segment Buffering." ...

GPU Gems 2: Part I - Geometric Complexity

Geometric complexity—how many objects are visible and how detailed each looks—is one of the ... Jon describes his findings in Chapter 4, "Segment Buffering.

GPU Gems: Part I - Natural Effects | NVIDIA Developer Zone

Apr 20, 2011 ... Chapter 4, "Animation in the 'Dawn' Demo," goes on to describe how Dawn was brought to life. Curtis Beeson explains how the programmers ...

GPU Gems 3 | NVIDIA Developer Zone

Apr 20, 2011 ... Chapter 4: Next-Generation SpeedTree Rendering ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image ...

GPU Gems 2: Chapter 6. Hardware Occlusion Queries Made Useful ...

Jul 13, 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 5. Optimizing Resource Management with ...

Jul 13, 2009 ... GPU Gems 2: Chapter 5. .... All resources are packed into abstract data objects. ... The stored vertex format of the mesh object is determined.

GPU Gems 2: Chapter 3. Inside Geometry Instancing | NVIDIA ...

Jul 13, 2009 ... GPU Gems 2: Chapter 3. ... However, rendering a large number of small objects, each made from a few polygons, imposes a big strain on ...

GPU Gems 2: Chapter 1. Toward Photorealism in Virtual Botany ...

Jul 13, 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 ...

Jul 13, 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 ...