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GPU Gems 3: Chapter 25. Rendering Vector Art on the GPU

A vector object contains layers of closed paths and curves. ..... In ACM Transactions on Graphics (Proceedings of SIGGRAPH 2006) 25(3), pp. 724–734.

OpenCL | NVIDIA Developer Zone

... OpenCL on all 300000000+ CUDA architecture GPUs shipped since 2006. ... GPU demonstration, running on an NVIDIA laptop GPU at SIGGRAPH Asia ...

GPU Gems 3: Chapter 9. Interactive Cinematic Relighting with ...

In ACM Transactions on Graphics (Proceedings of SIGGRAPH 2006) 25(3). ..... For each object in the scene, we store triangles by using vertex-buffer objects ...

GPU Gems 3: Chapter 5. Generic Adaptive Mesh Refinement

Mesh refinement is a powerful technique for representing 3D objects with ..... In ACM Transactions on Graphics (Proceedings of SIGGRAPH 2006) 25(3), pp.

GPU Gems 3: Part IV - Image Effects

For opaque objects, ray casting is the fastest and most accurate option available. ... presented in Policarpo and Oliveira 2006, using a ray march followed by a binary search, .... In Computer Graphics (Proceedings of SIGGRAPH 84) 18(3), pp.

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

The results, available in their SIGGRAPH 2006 paper, provide a great starting .... Alternatively, diffusion profiles can be measured from a real-world object by ...

GPU Gems 3: Chapter 30. Real-Time Simulation and Rendering of ...

2006 provides an excellent resource in this respect. ...... like water, there are several ways to make the surface appear as though it refracts the objects behind it. ... In ACM Transactions on Graphics (Proceedings of SIGGRAPH 2006) 25(3), pp.

GPU Gems 3: Chapter 18. Relaxed Cone Stepping for Relief Mapping

The presence of geometric details on object surfaces dramatically changes the way ... 2005) and to handle non-height-field surface details (Policarpo and Oliveira 2006). ..... In Computer Graphics (Proceedings of SIGGRAPH 1978) 12(3 ), pp.

GPU Gems 3: Chapter 21. True Impostors

For opaque objects, ray casting is the fastest and most accurate option available. .... SIGGRAPH Symposium on Interactive 3D Graphics and Games 2006, pp.