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GPU Gems 2: Chapter 10. Real-Time Computation of Dynamic ...

At SIGGRAPH 2001, a technique was presented that reduced the cost of computing .... used to attenuate the illumination from the environment map ( Landis 2002). For static objects, the ambient occlusion value can be precomputed and stored; ...

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

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

GPU Gems: Chapter 14. Perspective Shadow Maps: Care and ...

Almost every object in the scene should cast and receive shadows, there should be ... Perspective shadow maps (PSMs), presented at SIGGRAPH 2002 by ...

GPU Gems: Part II - Lighting and Shadows

... of shadow map introduced by Stamminger and Drettakis at SIGGRAPH 2002. ... A single object can be lit by multiple lights, and the lights can have arbitrary ...

GPU Gems 2: Chapter 38. High-Quality Global Illumination ...

2002), this approach is based on using the rasterization hardware in an ... way to perform ray-object intersections, rather than on mapping classic ray-tracing ..... ACM Transactions on Graphics (Proceedings of SIGGRAPH 2002) 21(3), pp.

GPU Gems: Part I - Natural Effects

... SIGGRAPH 2002, which correct two particular defects of Ken's original work. ..... For smaller bodies of water, however, where the reflections show the objects ...

GPU Gems: Chapter 26. The OpenEXR Image File Format

"Rendering Synthetic Objects into Real Scenes." In Computer Graphics ( Proceedings of SIGGRAPH 98), pp. 189–198. Durand, Frédo, and Julie Dorsey. 2002.

GPU Gems: Chapter 3. Skin in the "Dawn" Demo

His work can be found in a variety of SIGGRAPH publications and is made more .... boneIndex0_3.w], objectCoord)); // Repeat the previous skinning ops // on the .... 2002. "RenderMan in Production." Course 16, SIGGRAPH 2002. McMillan ...

GPU Gems 3: Chapter 20. GPU-Based Importance Sampling

2006) or spherical harmonics (Ramamoorthi and Hanrahan 2002)—provide ... we present a technique for image-based lighting of glossy objects using a Monte ..... In ACM Transactions on Graphics (Proceedings of SIGGRAPH 2002) 21(3), pp.

GPU Gems 2: Part II - Shading, Lighting, and Shadows

When visualizing complex objects and architectures, perfect photorealism is often not ideal for understanding structures ...... Course 16 notes, SIGGRAPH 2002.