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GPU Gems 2: Chapter 5. Optimizing Resource Management with ...

13 Jul 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 3 | NVIDIA Developer Zone

20 Apr 2011 ... Chapter 5: Generic Adaptive Mesh Refinement ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image Processing ...

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

20 Apr 2011 ... In Chapter 5, "Implementing Improved Perlin Noise," Ken elaborates on recent advancements, as described at SIGGRAPH 2002, which correct ...

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

13 Jul 2009 ... Geometric complexity—how many objects are visible and how detailed each ... They share their solutions in Chapter 5, "Optimizing Resource ...

GPU Gems 2: Part I - Geometric Complexity

Geometric complexity—how many objects are visible and how detailed each ... They share their solutions in Chapter 5, "Optimizing Resource Management with ...

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 3. Inside Geometry Instancing | NVIDIA ...

13 Jul 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 4. Segment Buffering | NVIDIA Developer Zone

13 Jul 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: 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 ...