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When Shaders and Textures Collide
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From GDC 2006: this presentation covers the best... Type: PDF · When Shaders and Textures... From GDC 2006: this presentation provides texture... Type: PDF ...

GDC 2006 Presentations | NVIDIA Developer Zone

GDC 2006 PresentationsThis page lists the presentations from our sessions at ... Processing Ecosystem • When Shaders and Textures Collide• Best Practices ...

GPU Gems 3

Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video ... Chapter 41: Using the Geometry Shader for Compact and Variable-Length GPU Feedback ... Some of the useful techniques that OpenGL enabled include texture- based .... Kevin has been a regular speaker at events such as SIGGRAPH and GDC ...

NVIDIA Shader Library | NVIDIA Developer Zone

For more information, please see the "Percentage-Closer Soft Shadows" talk from GDC 2005. ... A second pass combines the data in these textures with lighting info to create ... The standard way to use this would be to have all objects export their .... Enhancement by Unsharp Masking the Depth Buffer" from Siggraph 2006 .

GPU Gems 3: Chapter 27. Motion Blur as a Post-Processing Effect ...

Jul 17, 2009 ... The pixel shader program computes the world-space positions for each ... as a texture, we can extract the world-space positions of the objects ... access the depth buffer as a texture are discussed in Gilham 2006. .... GDC 2012 ...

DirectX Tools and Documentation from NVIDIA | NVIDIA Developer ...

... GPUs (4MB) (PDF); GDC 2007: NVIDIA FX Composer 2: A Comprehensive Shader Development ... CEDEC Tokyo 2006: State of the Art Cross-Platform Shader Development with FX ... NVIDIA Texture Tools for Adobe Photoshop Updated!

GDC 2012 | NVIDIA Developer Zone

Feb 14, 2012 ... At GDC 2012, NVIDIA delivered a broad selection of presentations ... Substance is a technology allowing to produce dynamic texture effects ... DirectX 11 pipeline , ranging from pipeline setup to shader authoring. .... Room 2006, West Hall ... The first is the inclusion of dynamic objects within the full radiosity ...

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

Jul 17, 2009 ... The presence of geometric details on object surfaces dramatically changes ... Cone step mapping (CSM) (Dummer 2006) provides a clever solution ... Figure 18-2 shows the normal and depth maps of a relief texture whose .... Listing 18-2 presents a shader for generating relaxed cone maps. ..... GDC 2012 ...

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

Jul 17, 2009 ... Instead of looking up a color value as in texture mapping, we use the [u v] coordinate to evaluate a procedural texture. The pixel shader ...