- GPU Gems 3 | NVIDIA Developer Zone
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Apr 20, 2011 ... Chapter 24: The Importance of Being Linear ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image Processing ...
- GPU Gems 2: Part III - High-Quality Rendering
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In Chapter 24, "Using Lookup Tables to Accelerate Color Transformations," Jeremy ...... It also provides optimized vertex buffer object (VBO) primitive drawing ...
- GPU Gems 2: Part III - High-Quality Rendering | NVIDIA Developer ...
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Jul 14, 2009 ... GPU Gems 2: Part III - High-Quality Rendering ... also for rendering such infamously problematic narrow 3D objects as telephone and power lines. ... In Chapter 24, "Using Lookup Tables to Accelerate Color Transformations," ...
- GPU Gems 2: Chapter 23. Hair Animation and Rendering in the ...
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Jul 14, 2009 ... GPU Gems 2: Chapter 23. ..... Opacity shadow maps extend shadow mapping to handle volumetric objects and antialiasing (Kim and Neumann ...
- GPU Gems 2: Chapter 28. Mipmap-Level Measurement | NVIDIA ...
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Jul 14, 2009 ... GPU Gems 2: Chapter 28. ... Current 3D applications display objects that use tens or hundreds of thousands of polygons. Although we could ...
- GPU Gems 2: Chapter 21. High-Quality Antialiased Rasterization ...
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Jul 14, 2009 ... GPU Gems 2: Chapter 21. ... want to use this limited resource to hold other data required for rendering: textures, vertex buffer objects, and so on. ..... Hair Animation and Rendering in the Nalu Demo · GPU Gems 2: Chapter 24.
- GPU Gems 2: Chapter 25. GPU Image Processing in Apple's Motion ...
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Jul 14, 2009 ... (See also Chapter 24, "Using Lookup Tables to Accelerate Color ..... alpha edges of our rendered objects, wherever any transformation caused ...
- GPU Gems 2: Chapter 26. Implementing Improved Perlin Noise ...
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Jul 14, 2009 ... GPU Gems 2: Chapter 26. Implementing ... Figure 26-1a shows the result of using a 3D texture to render an object with noise. Note the artifacts ...
- GPU Gems 2: Chapter 22. Fast Prefiltered Lines | NVIDIA Developer ...
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Jul 14, 2009 ... GPU Gems 2: Chapter 22. .... First, we transform the line's end points from object space to window space (that is, pixel coordinates). This means ...
- GPU Gems 2: Chapter 27. Advanced High-Quality Filtering | NVIDIA ...
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Jul 14, 2009 ... GPU Gems 2: Chapter 27. Advanced ..... However, there are shadowy artifacts around object silhouettes. The Gaussian ... Hair Animation and Rendering in the Nalu Demo · GPU Gems 2: Chapter 24. Using Lookup Tables to ...
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