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GPU Gems 3: Chapter 16. Vegetation Procedural Animation and ...

We have thousands of different vegetation objects in Crysis, often covering the .... at http://http.download.nvidia.com/developer/presentations/2005/SIGGRAPH/ ...

GPU Gems 3: Chapter 14. Advanced Techniques for Realistic Real ...

Donner and Jensen 2005 demonstrate that a single-layer model is insufficient and ... of diffuse scattering theory and presentation of a new formulation for scattering profiles. .... calculation that allows m, the roughness parameter, to vary over the object. ... The results, available in their SIGGRAPH 2006 paper, provide a great ...

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

2005). Fortunately, creating samples according to the BRDF alone is straightforward, and when we use it in combination with sample ..... In ACM Transactions on Graphics (Proceedings of ACM SIGGRAPH 2005) 24(3), pp. ... Presentation at Game Developers Conference 1999. ... "All-Frequency Relighting of Glossy Objects.

NVIDIA PhysX Tools and Middleware Partners | NVIDIA Developer ...

... given by Sony Computer Entertainment America at SIGGRAPH 2005. ... model, animate, and render any type of hair, fur, or fiber-based object via the 3ds Max ... to more accurately describe how skin slides over the facial bones and muscles.

GPU Gems 3: Part II - Light and Shadows

2005. "Percentage-Closer Soft Shadows." In SIGGRAPH 2005 Sketches. Glassner, Andrew. 1986. "Adaptive ... Presentation at CEDEC 2001. Martin, Tobias, and ...

GPU Gems 3: Part IV - Image Effects

For opaque objects, ray casting is the fastest and most accurate option available. .... In Proceedings of SIGGRAPH '78, pp. ... In Proceedings of the Vision, Modeling and Visualization Conference 2005, pp. ..... Presentation at SIGGRAPH 2001.

GPU Gems 3: Contributors

Kevin has been a regular speaker at events such as SIGGRAPH and GDC ... 3D objects, hierarchical space subdivision structures, point-based graphics, and ..... demonstrations such as those at Sony's E3 presentations in 2005 and 2006.

GPU Gems 3: Chapter 8. Summed-Area Variance Shadow Maps ...

17 Jul 2009 ... 2005. "Percentage-Closer Soft Shadows." In SIGGRAPH 2005 Sketches. ... Presentation at CEDEC 2001. Martin ... Object Detection by Color: Using the GPU for Real-Time Video Image Processing · GPU Gems 3: Chapter 27.

GPU Gems 3: Chapter 4. Next-Generation SpeedTree Rendering

Both techniques perform shallow ray tracing along the surface of the object, .... data to speed up the tracing algorithm (Dummer 2006, Donnelly 2005). ..... Available online at ftp://download.nvidia.com/developer/presentations/2004/ GPU_Jackpot/ ... In ACM Transactions on Graphics (Proceedings of SIGGRAPH 2000) 19(3), ...