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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 ...

GPU Gems 3 | NVIDIA Developer Zone

Apr 20, 2011 ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video ... Chapter 30: Real-Time Simulation and Rendering of 3D Fluids ...

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: Part IV - General-Purpose Computation on GPUS: A ...

Chapter 30, "The GeForce 6 Series GPU Architecture," by Emmett Kilgariff ..... to be applied to each vertex in the object, performing transformations, skinning, ...

GPU Gems 2: Chapter 36. Stream Reduction Operations for GPGPU ...

Jul 14, 2009 ... (See Chapter 30 in this book, "The GeForce 6 Series GPU ..... Gress and Zachmann (2003) also devised an object-space scheme for ...

GPU Gems 2: Chapter 35. GPU Program Optimization | NVIDIA ...

Jul 14, 2009 ... GPU Gems 2: Chapter 35. GPU Program ..... Available online at http://developer. nvidia.com/object/nvperfhud_home.html. NVShaderPerf.

GPU Gems 2: Chapter 31. Mapping Computational Concepts to ...

Jul 14, 2009 ... Computer graphics typically represents 3D objects with triangular meshes ..... Architectures and Technology Trends · GPU Gems 2: Chapter 30.

GPU Gems 2: Chapter 32. Taking the Plunge into GPU Computing ...

Jul 14, 2009 ... GPU Gems 2: Chapter 32. ..... If the GPU does not support vertex textures, we can use the vertex and pixel buffer object extensions to remap ...

GPU Gems 2: Chapter 33. Implementing Efficient Parallel Data ...

Jul 14, 2009 ... GPU Gems 2: Chapter 33. ...... This extension, in combination with the vertex and pixel buffer object extensions, will obviate the use of pbuffers for .... Streaming Architectures and Technology Trends · GPU Gems 2: Chapter 30.

GPU Gems 3: Chapter 30. Real-Time Simulation and Rendering of ...

GPU Gems 3: Chapter 30. ...... several ways to make the surface appear as though it refracts the objects behind it. .... In GPU Gems 2, edited by Matt Pharr, pp.