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Variance Shadow Maps
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: Chapter 10. Parallel-Split Shadow Maps on ...

17 Jul 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 ...

17 Jul 2009 ... Another solution is to use variance shadow maps (Donnelly and Lauritzen 2006). By treating each shadow map texel as a distribution of depth ...

GPU Gems 3: Part II - Light and Shadows | NVIDIA Developer Zone

17 Jul 2009 ... The shadow map is the primary light visibility tool currently used in real-time ... in 2006, is variance shadow maps (VSMs), which can be prefiltered. In Chapter 8, " Summed-Area Variance Shadow Maps," Andrew ... which properly handles occlusion by opaque objects such as large buildings. ... GDC 2012 ...

NVIDIA Graphics SDK - DirectX Code Samples | NVIDIA Developer ...

Percentage Closer Soft Shadows (PCSS) is a shadow mapping technique that renders realistic ... The Smoke and Fire also correctly interact with moving objects in thier path and composite seamlessly into the scene. .... Variance Shadow Mapping was introduced in 2006 as a way to produce high quality soft ... GDC 2012 ...

GPU Gems 3: Chapter 4. Next-Generation SpeedTree Rendering ...

17 Jul 2009 ... First, silhouette clipping adds detail to branch and trunk outlines. Next, shadow mapping adds realistic self-shadowing at the level of individual ...

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

17 Jul 2009 ... The presence of geometric details on object surfaces dramatically ... Cone step mapping (CSM) (Dummer 2006) provides a clever solution to ... Self-shadowing can be applied by checking whether the light ray reaches P ..... Summed-Area Variance Shadow Maps · GPU Gems 3: Chapter 9. ... GDC 2012 ...

GPU Gems 3: Chapter 26. Object Detection by Color: Using the GPU ...

17 Jul 2009 ... Object detection and tracking have applications in robotics, .... They can coincide exactly: there is a 1:1 mapping between source ..... Apple, Inc. 2006. ... Summed- Area Variance Shadow Maps · GPU Gems 3: Chapter 9. ... Efficient and Robust Shadow Volumes Using Hierarchical Occlusion ... GDC 2012 ...

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

17 Jul 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 ...