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

Jul 14, 2009 ... GPU Gems 2: Chapter 31. Mapping Computational .... Computer graphics typically represents 3D objects with triangular meshes. The vertex ...

GPU Gems 3 | NVIDIA Developer Zone

Apr 20, 2011 ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image ... Chapter 31: Fast N-Body Simulation with CUDA ...

GPU Gems 2: Part IV - General-Purpose Computation on GPUS: A ...

Chapter 31, "Mapping Computational Concepts to GPUs," by Mark Harris of ..... to be applied to each vertex in the object, performing transformations, skinning, ...

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

Jul 14, 2009 ... Take a look at Chapter 31 of this book, "Mapping Computational ..... Available online at http://developer.nvidia.com/object/nvperfhud_home.html ...

GPU Gems 2: Part V - Image-Oriented Computing

We start by computing the bounding box of the object to be painted. ...... Purcell 2004 and Chapter 31 of this book, "Mapping Computational Concepts to GPUs." ...

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 a balanced ... The GeForce 6 Series GPU Architecture · GPU Gems 2: Chapter 31.

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 2: Part VI - Simulation and Numerical Algorithms

GPU Gems 2: Part VI - Simulation and Numerical Algorithms ...... We use the GPGPU framework described in Chapter 31 of this book, "Mapping ..... where geometric objects need to be sorted according to viewer distance but small sorting ...

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 39. Global Illumination Using Progressive ...

Global illumination, which incorporates interobject effects such as shadows and .... and Chapter 31 of this book, "Mapping Computational Concepts to GPUs." ...