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GPU Gems 3 | NVIDIA Developer Zone

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

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 ...

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 ...

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 ...

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 ...

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 ...

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 ...

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 ...

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 ...

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 ...