- NVEmulate | NVIDIA Developer Zone
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When the “Write Program Object Source” box is checked, the driver outputs fsrc_ %d_%d_%d.txt and vsrc_%d_%d_%d.txt files into the application's ... These files contain the concatenation of all your shader object source text. This is ... [75 KB] Oct 27 2006 ... GDC 2012 ... NVIDIA Texture Tools for Adobe Photoshop Updated !
- NVIDIA Shader Library | NVIDIA Developer Zone
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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
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Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image ... Chapter 41: Using the Geometry Shader for Compact and Variable- Length ... as stencil and depth-buffer functions; texture mapping exposed as a general 1D, 2D, .... Kevin has been a regular speaker at events such as SIGGRAPH and GDC ...
- GPU Gems 3: Chapter 27. Motion Blur as a Post-Processing Effect ...
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17 Jul 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 ...
- GPU Gems 3: Chapter 15. Playable Universal Capture
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The textures are then decompressed in a pixel shader on the GPU. ... maps perturbing an analytical model based on findings of Weyrich et al. 2006. ..... at http://developer.download.nvidia.com/presentations/2007/gdc/Advanced_Skin. pdf.
- GPU Gems 3: Chapter 28. Practical Post-Process Depth of Field
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Our technique requires Shader Model 2.0 hardware. ... This technique works well for blurring distant objects, but it doesn't extend well to blurring the foreground. ... (2006) achieve the blurring seen in DoF by modeling it as heat diffusion, where ... This poor texture detracts from the player's experience, so it would be better to ...
- GPU Gems 3: Chapter 17. Robust Multiple Specular Reflections and ...
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17 Jul 2009 ... Scene objects can be encoded as the set of parameters of the surface ... 2006). On the other hand, the scene geometry can also be stored in a ... Fragment shaders can look up texture maps but cannot directly ..... GDC 2012 ...
- GPU Gems 3: Chapter 10. Parallel-Split Shadow Maps on ...
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17 Jul 2009 ... 2006). In this technique the view frustum is split into multiple depth .... The scene- dependent method increases the available texture ... This case is illustrated by the "caster" object in Figure 10-5. .... We can create a pixel shader to find and sample the correct shadow map for each fragment. ..... GDC 2012 ...
- GPU Gems 3: Contributors
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Kevin has been a regular speaker at events such as SIGGRAPH and GDC since ... UV pelting approach for parameterization and seamless texturing of polygonal ... 3D objects, hierarchical space subdivision structures, point-based graphics, and ... He constantly struggles between writing a physically correct shader and just ...
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