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Shadow Considerations | NVIDIA Developer Zone

File, Description, Size. 6800_Leagues_Shadows.pdf, Things to keep in mind when implementing shadow algorithms. Presented at 6800 Leagues Under the ...

GPU Gems: Part II - Lighting and Shadows

This means that the objects being shadowed can be meshes, billboards, particle ...... Shadows are tweaked not only for speed considerations, but also for the ...

Projective Texture Mapping

techniques, including shadow mapping [4]. This document .... Some considerations of using object linear texgen are that 1) you should keep track of your current ...

36 - | NVIDIA Developer Zone

Shadow Considerations. Things to keep in mind when implementing shadow... Type: PDF · Shader Model 3.0, Best... How to use new Shader Model 3.0 features ...

8 - | NVIDIA Developer Zone

Title sort icon, Description, Type, Post date · SIGGRAPH 2001 ...

GPU Gems: Chapter 10. Cinematic Lighting

Shadows are tweaked not only for speed considerations, but also for the ability to ... As for lighting intensity, artists decide which objects cast shadows and which ...

Presentations from 6800 Leagues Under the Sea | NVIDIA ...

FX Composer 1.5. English. New features including DirectX 9.0c support, script execute support, an SDK for plug-ins, and more. Shadow Considerations English ...

GPU Gems 3: Chapter 10. Parallel-Split Shadow Maps on ...

Each Wi only needs to contain the objects potentially casting shadows into Vi , termed shadow casters, .... However, some special considerations are needed.

6 - | NVIDIA Developer Zone

View: Grid View · Table View · Title, Description, Type, Post date ...

GPU Gems 3: Part II - Light and Shadows

View-frustum culling of objects further speeds up rendering shadow maps. Although this ..... However, some special considerations are needed. We need to ...