- GPU Gems 2: Part I - Geometric Complexity
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The heuristic used to choose these spots depends on the type of object being ...... +1] range, and renormalize normal = normalize(normal * 2 - 1); // compute ...
- GPU Gems 3: Chapter 17. Robust Multiple Specular Reflections and ...
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Scene objects can be encoded as the set of parameters of the surface equation, similar to ..... Fp0 // Fresnel at perpendicular direction ) : COLOR { V = normalize( V); N = normalize(N); float3 R = reflect(V, .... "Heuristic Ray Shooting Algorithms.
- GPU Gems 2: Chapter 22. Fast Prefiltered Lines
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First, we transform the line's end points from object space to window space (that is, ... screen, and then remap these normalized device coordinates to window space. .... we can use a heuristic to approximate a back-to-front sort in object space.
- GPU Gems 3: Part III - Rendering
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Alternatively, diffusion profiles can be measured from a real-world object by analyzing scattering of laser or ... By normalizing these profiles to have a diffuse color of white, we ensure that the result, after ...... "Heuristic Ray Shooting Algorithms.
- GPU Gems 3: Chapter 22. Baking Normal Maps on the GPU
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Addressing the uniform grid consists simply of using normalized cubic coordinates when fetching data from the 3D texture. ..... "Heuristic Ray Shooting Algorithms. ... Available online at http://developer.nvidia.com/object/ SIGGRAPH_2001.html.
- GPU Gems 3: Part I - Geometry
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Rendering particular objects such as terrain, characters, and trees is extremely ..... change, in the x, y, and z directions) and then normalizing the resulting vector. ...... To determine the threshold T, we use a heuristic, minimizing the difference in ...
- GPU Gems 3: Part IV - Image Effects
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For opaque objects, ray casting is the fastest and most accurate option available. ..... Addressing the uniform grid consists simply of using normalized cubic coordinates when fetching data from the 3D ..... "Heuristic Ray Shooting Algorithms.
- GPU Gems 2: Part III - High-Quality Rendering
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It also provides optimized vertex buffer object (VBO) primitive drawing routines .... a low-pass filter, centered at a pixel; the filter is normalized to have unit volume. ..... we can use a heuristic to approximate a back-to-front sort in object space.
- GPU Gems 2: Part II - Shading, Lighting, and Shadows
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When visualizing complex objects and architectures, perfect photorealism is often ...... L = normalize( L ); // compute reflected direction float3 R = (2.0f * dot(eye, ...... model of the water surface, we discuss simpler methods, based on heuristics.
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