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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: Contributors | NVIDIA Developer Zone

17 Jul 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 ...

17 Jul 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 14. Advanced Techniques for Realistic Real ...

17 Jul 2009 ... 2006 work well for tuning both models for rendering faces. .... calculation that allows m, the roughness parameter, to vary over the object. .... where we choose the following definition for the Gaussian of variance v: .... We modify the translucent shadow maps technique (Dachsbacher and Stamminger 2004) ...

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 28. Practical Post-Process Depth of Field ...

17 Jul 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 ..... Available online at http://ati.amd.com/developer/gdc/Scheuermann_DepthOfField.pdf. ... Summed-Area Variance Shadow Maps · GPU Gems 3: Chapter 9.