- GPU Gems 3 | NVIDIA Developer Zone
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Apr 20, 2011 ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image ... Chapter 29: Real-Time Rigid Body Simulation on GPUs ...
- GPU Gems 2: Part IV - General-Purpose Computation on GPUS: A ...
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GPU Gems 2: Chapter 29. Streaming Architectures and Technology Trends. John Owens University of California, Davis. Modern technology allows the ...
- GPU Gems 2: Part I - Geometric Complexity | NVIDIA Developer Zone
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Jul 13, 2009 ... GPU Gems 2: Part I - Geometric Complexity ... Geometric complexity—how many objects are visible and how detailed each looks—is one of the ...
- GPU Gems 2: Chapter 31. Mapping Computational Concepts to ...
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Jul 14, 2009 ... As discussed in Chapter 29, the cost of computation on ... Computer graphics typically represents 3D objects with triangular meshes. The vertex ...
- GPU Gems 2: Chapter 35. GPU Program Optimization | NVIDIA ...
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Jul 14, 2009 ... GPU Gems 2: Chapter 35. ... levels on the GPU, as described in Chapter 29 of this book, "Streaming Architectures and Technology Trends.
- GPU Gems 2: Chapter 33. Implementing Efficient Parallel Data ...
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Jul 14, 2009 ... GPU Gems 2: Chapter 33. ... it as a streaming, data-parallel computer (see Chapter 29 in this book, "Streaming Architectures and Technology ...
- GPU Gems 2: Chapter 32. Taking the Plunge into GPU Computing ...
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Jul 14, 2009 ... As explained in Section 29.1.2 of Chapter 29, "Streaming .... we can use the vertex and pixel buffer object extensions to remap texture data into ...
- GPU Gems 3: Chapter 29. Real-Time Rigid Body Simulation on ...
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Jul 17, 2009 ... GPU Gems 3: Chapter 29. ... We can easily calculate realistic object motions and produce ..... In GPU Gems 2, edited by Matt Pharr, pp.
- GPU Gems 2: Chapter 36. Stream Reduction Operations for GPGPU ...
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Jul 14, 2009 ... GPU Gems 2: Chapter 36. ..... Gress and Zachmann (2003) also devised an object-space scheme for hierarchical collision detection, instead of ...
- GPU Gems 2: Chapter 30. The GeForce 6 Series GPU Architecture ...
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Jul 14, 2009 ... GPU Gems 2: Chapter 30. ..... Instancing is most useful when the same object is drawn multiple times with different positions, for example, when ...
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