- GPU Gems 2: Chapter 33. Implementing Efficient Parallel Data ...
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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 ...
- 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 ... Chapter 33: LCP Algorithms for Collision Detection Using CUDA ...
- GPU Gems 2: Part IV - General-Purpose Computation on GPUS: A ...
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Chapter 33, "Implementing Efficient Parallel Data Structures on GPUs," by ..... to be applied to each vertex in the object, performing transformations, skinning, ...
- GPU Gems 2: Part V - Image-Oriented Computing
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We start by computing the bounding box of the object to be painted. ...... 3D textures (see Chapter 33, "Implementing Efficient Parallel Data Structures on GPUs").
- 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 a balanced ... Taking the Plunge into GPU Computing · GPU Gems 2: Chapter 33.
- GPU Gems 3: Chapter 33. LCP Algorithms for Collision Detection ...
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Jul 17, 2009 ... GPU Gems 3: Chapter 33. ... In some games, the player is even forced to interact with objects in the scene in a way that is critical to succeeding ...
- 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 rendering ..... Taking the Plunge into GPU Computing · GPU Gems 2: Chapter 33.
- GPU Gems 2: Chapter 35. GPU Program Optimization | NVIDIA ...
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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 ...
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Jul 14, 2009 ... Computer graphics typically represents 3D objects with triangular ..... Taking the Plunge into GPU Computing · GPU Gems 2: Chapter 33.
- GPU Gems 2: Chapter 32. Taking the Plunge into GPU Computing ...
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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 ...
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