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From GDC 2006: this presentation shows how... Type: PDF · OpenGL Performance Tools. From GDC 2006: this talk showcases the latest... Type: PDF ...

OpenGL Performance Tools | NVIDIA Developer Zone

2006-GDC-OpenGL-Performance-Tools.pdf, From GDC 2006: this talk showcases the latest suite of OpenGL GPU performance analysis tools from NVIDIA, ...

GDC 2006 Presentations | NVIDIA Developer Zone

GDC 2006 PresentationsThis page lists the presentations from our sessions at the ... Mobile Performance Tools and GPU Performance Tuning • OpenGL ES ...

NVIDIA PerfKit | NVIDIA Developer Zone

NVIDIA PerfKit is a comprehensive suite of performance tools to help debug and profile OpenGL and Direct3D applications. It gives you access to low-level ...

What is CUDA | NVIDIA Developer Zone

CUDA™ is a parallel computing platform and programming model that enables dramatic increases in computing performance by harnessing the power of the ...

GPU Gems 3: Chapter 36. AES Encryption and Decryption on the ...

17 Jul 2009 ... Tools · CUDA-GDB · CUDA-MEMCHECK · CUDA Toolkit & SDK ... Second, array parameters and the new texture-buffer object provide ... optimize performance through parallel processing, and other cases where it cannot. ... NVIDIA in the GeForce 8 Series (NVIDIA 2006, OpenGL.org 2007). ..... GDC 2012 ...

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

17 Jul 2009 ... Usually the convention of using negative values inside the object and ... distance field computation is often either a performance bottleneck, .... with sign problems caused by folding, as done in Houston et al. 2006. ... Currently, cross-section geometry is transferred to the GPU using OpenGL's ..... GDC 2012 ...

Blog Tags | NVIDIA Developer Zone

11 May 2012 ... The performance and efficiency of software built on CUDA, combined with a thriving ecosystem of programming languages, libraries, tools, ...

GPU Gems 3: Chapter 39. Parallel Prefix Sum (Scan) with CUDA ...

17 Jul 2009 ... The factor of log2 n can have a large effect on performance. ..... The OpenGL scan computation is implemented using pixel shaders, and each a[d] .... so that objects far from the focal length are blurry, while objects at the focal ... 2006, Greß and Zachmann 2006), an efficient, oblivious sorting .... GDC 2012 ...