- 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 ...
Search
Search results