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GPU Gems: Part I - Natural Effects | NVIDIA Developer Zone

20 Apr 2011 ... In Chapter 5, "Implementing Improved Perlin Noise," Ken elaborates on recent advancements, as described at SIGGRAPH 2002, which correct ...

NVIDIA Developer Zone

This week's spotlight is on Bart Gallet, a principal analyst at Mosaic ATM, a business founded in 2004 to conduct research and development for improving the ...

GPU Gems 2: Part I - Geometric Complexity

The straightforward solution of drawing each object independently of the ...... ACM Transactions on Graphics (Proceedings of SIGGRAPH 2004) 23(3), pp. ...... than two years (via the NV/ARB_occlusion_query OpenGL extension and by the ...

GPU Gems 3: Chapter 34. Signed Distance Fields Using Single ...

Usually the convention of using negative values inside the object and positive values .... 2004. Having found the cross sections, we render them and use a GPU .... float t = local.z; float3 nv = nv1; float3 ne = ne1; // Normalize to half-space r >= 0. if .... In Proceedings of the 2003 ACM SIGGRAPH/Eurographics Symposium on ...

GPU Gems 3: Part V - Physics Simulation

We can easily calculate realistic object motions and produce high-quality computer ... 2005), Eulerian fluid dynamics (Harris 2004), and cloth simulation ( Zeller 2005). ..... In Proceedings of the ACM SIGGRAPH/Eurographics Symposium on ...... n = (r > a) ? nv : ne0; } else if (sprime > 0) { if (rprime < 0) { // Region VI c.y = h; ...

GPU Gems 3

His work is featured on the covers of GPU Gems (Addison-Wesley, 2004) and ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image ... Ultimately, Mark Peercy and the coauthors of the SIGGRAPH 2000 paper ...

Crysis: Is is working with 3DVision? - NVIDIA Forums

20 Sep 2009... things with the object depth and of course not until Nvidia provides us with some ... projector at siggraph 09 http://www.mtbs3d.co...cgi?news_id=333 ... point even something like HL2 or even UT2004 looks more impressive.