NVIDIA Developer Zone

Search

Search results
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 3 | NVIDIA Developer Zone

Apr 20, 2011 ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image ... Chapter 32: Broad-Phase Collision Detection with CUDA ...

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

Chapter 32, "Taking the Plunge into GPU Computing," by Ian Buck of Stanford ..... to be applied to each vertex in the object, performing transformations, skinning, ...

GPU Gems 3: Chapter 32. Broad-Phase Collision Detection with ...

GPU Gems 3: Chapter 32. ... Collision detection among many 3D objects is an important component of physics simulation, computer-aided design, molecular ...

GPU Gems 2: Part III - High-Quality Rendering

It also provides optimized vertex buffer object (VBO) primitive drawing ...... See Chapter 32 of this book, "GPU Computation Strategies and Tips," for more ...

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

Jul 14, 2009 ... Chapter 32 of this book discusses important limitations and errors ..... This extension, in combination with the vertex and pixel buffer object ...

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 ...

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