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GPU Gems 3 | NVIDIA Developer Zone

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 ...

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

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 ...

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 ...

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 ...

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 ...

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 ...

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 ...

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 ...

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 ...