- GPU Gems 3 | NVIDIA Developer Zone
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20 Apr 2011 ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time ... Chapter 34: Signed Distance Fields Using Single-Pass GPU Scan ...
- GPU Gems 2: Part IV - General-Purpose Computation on GPUS: A ...
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Chapter 34, "GPU Flow-Control Idioms," by Mark Harris and Ian Buck, ..... to be applied to each vertex in the object, performing transformations, skinning, and ...
- GPU Gems 2: Chapter 30. The GeForce 6 Series GPU Architecture ...
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14 Jul 2009 ... Chapter 34 of this book, "GPU Flow-Control Idioms," explains how to take ... Instancing is most useful when the same object is drawn multiple ...
- GPU Gems 3: Chapter 34. Signed Distance Fields Using Single ...
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GPU Gems 3: Chapter 34. ... Usually the convention of using negative values inside the object and positive values ..... In GPU Gems 2, edited by Matt Pharr, pp.
- GPU Gems 2: Chapter 35. GPU Program Optimization | NVIDIA ...
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14 Jul 2009 ... See Chapter 34 of this book, "GPU Flow-Control Idioms," for details. .... online at http://developer.nvidia.com/object/nvperfhud_home.html ...
- GPU Gems 2: Chapter 31. Mapping Computational Concepts to ...
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14 Jul 2009 ... Computer graphics typically represents 3D objects with triangular ... on the input vertices (see Chapter 34 for more information on these terms).
- GPU Gems 2: Chapter 33. Implementing Efficient Parallel Data ...
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14 Jul 2009 ... GPU Gems 2: Chapter 33. ... fragments for efficient execution (see Chapter 34 in this book, "GPU Flow-Control Idioms," for more information). ..... This extension, in combination with the vertex and pixel buffer object extensions, ...
- GPU Gems 2: Chapter 36. Stream Reduction Operations for GPGPU ...
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14 Jul 2009 ... GPU Gems 2: Chapter 36. ..... Gress and Zachmann (2003) also devised an object-space scheme for hierarchical collision detection, ... Implementing Efficient Parallel Data Structures on GPUs · GPU Gems 2: Chapter 34.
- GPU Gems 2: Chapter 32. Taking the Plunge into GPU Computing ...
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14 Jul 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: Part VI - Simulation and Numerical Algorithms
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GPU Gems 2: Part VI - Simulation and Numerical Algorithms ...... Assume that the maximum size along any of the major axes of the object ... (See Chapter 34 of this book, "GPU Flow-Control Idioms," for more information on this technique.) ...
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