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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 3 | NVIDIA Developer Zone

Apr 20, 2011 ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image ... Chapter 35: Fast Virus Signature Matching on the GPU ...

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

In Chapter 35, "GPU Program Optimization," he passes on his experience on the ..... be applied to each vertex in the object, performing transformations, skinning, ...

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 tree of ... GPU Flow-Control Idioms · GPU Gems 2: Chapter 35.

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 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 31. Mapping Computational Concepts to ...

Jul 14, 2009 ... Computer graphics typically represents 3D objects with triangular meshes. The vertex ..... GPU Flow-Control Idioms · GPU Gems 2: Chapter 35.

GPU Gems 3: Chapter 35. Fast Virus Signature Matching on the ...

Jul 17, 2009 ... GPU Gems 3: Chapter 35. Fast Virus ... The library accepts a data buffer and a data object description from the application. It inspects the data ...

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

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 for render-to-texture . .... GPU Flow-Control Idioms · GPU Gems 2: Chapter 35.

GPU Gems 3: Chapter 26. Object Detection by Color: Using the GPU ...

Jul 17, 2009 ... In this chapter, we describe a GPU-based technique for finding the location of a uniquely colored object in a scene and then utilizing that ...