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GPU Gems 3 | NVIDIA Developer Zone

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 ...

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 ...

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 ...

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 ...

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 ...

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 ...

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 ...

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 ...

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

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.) ...