NVIDIA Developer Zone

Search

Search results
2 - | NVIDIA Developer Zone

Grid View · Table View · Title sort icon, Description, Type, Post ...

40 - | NVIDIA Developer Zone

Grid View · Table View · Title sort icon, Description, Type, Post ...

GPU Gems 3: Chapter 10. Parallel-Split Shadow Maps on ...

Jul 17, 2009 ... 2006 and implemented as cascaded shadow mapping in .... shadow maps increases hyperbolically as the object moves near the view plane.

GPU Gems 3

Chapter 8: Summed-Area Variance Shadow Maps ... Chapter 26: Object Detection by Color: Using the GPU for Real-Time Video Image Processing .... Kevin has been a regular speaker at events such as SIGGRAPH and GDC since the mid-1980s. .... He received an M.S. in engineering from the University of Tokyo in 2006.

GPU Gems 3: Part III - Rendering

Donner and Jensen 2006 later introduce a two-layer model that still gives convincing results. ..... Alternatively, diffusion profiles can be measured from a real-world object by ... Also note that we used the same six Gaussians with the same six variances, ... We modify the translucent shadow maps technique ( Dachsbacher and ...

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

Jul 17, 2009 ... Other ways to generate a per-pixel velocity map include using multiple ... When an object is rendered and its depth values are written to the depth ... how to access the depth buffer as a texture are discussed in Gilham 2006. ... Efficient and Robust Shadow Volumes Using Hierarchical Occlusion ... GDC 2012 ...

GPU Gems 3: Contributors | NVIDIA Developer Zone

Jul 17, 2009 ... Evan is a frequent speaker at GDC and he has contributed to chapters in the ... In 2006 he graduated summa cum laude for his master's degree at the ... Lately, his efforts have gone into GPU algorithms for the display of curved objects. ... including voxels, PN patches, displacement mapping and clipmaps.

GPU Gems 3: Chapter 15. Playable Universal Capture | NVIDIA ...

Jul 17, 2009 ... Most faces in video games use a diffuse map (which is painted or derived from a ... movements, subtle lighting changes and self-shadowing effects, stretching of the ... an analytical model based on findings of Weyrich et al. 2006. ... Figure 15-5 A 2D Data Set Demonstrating Our Assumption about Variance ...

GPU Gems 3: Chapter 28. Practical Post-Process Depth of Field ...

Jul 17, 2009 ... This technique works well for blurring distant objects, but it doesn't extend well to ... (2006) achieve the blurring seen in DoF by modeling it as heat diffusion, ... plane needs to be from the lens for parallel rays to map to a single point. ..... Summed-Area Variance Shadow Maps · GPU Gems 3: Chapter 9.