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