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  • Thumbnail for Batcher odd–even mergesort
    memory capacity of all computers on earth!" It is popularized by the second GPU Gems book, as an easy way of doing reasonably efficient sorts on graphics-processing...
    3 KB (356 words) - 01:23, 11 December 2023
  • Hidden-surface determination Pruning (decision trees) Visibility (geometry) GPU Gems: Efficient Occlusion Culling Clipping in Java AWT: java.awt.Graphics.clipRect...
    9 KB (949 words) - 19:38, 17 December 2023
  • SKIN OF HUMAN BODY, JP2008250577 (A)". October 16, 2008. "Simon Green, GPU Gems 2, Chapter 16. Real-Time Approximations to Subsurface Scattering". August...
    9 KB (788 words) - 21:11, 30 October 2023
  • In Nvidia: GPU Gems 3, Chapter 30".[permanent dead link] "M. Harris, 2004. Fast Fluid Dynamics Simulation on the GPU. In Nvidia: GPU Gems, Chapter 38"...
    67 KB (6,711 words) - 04:05, 27 August 2024
  • polygons that use alpha transparency to define edges within the surface GPU Gems 3 ‒ Chapter 4. Next-Generation SpeedTree Rendering Street Fighter IV PC...
    3 KB (216 words) - 02:31, 13 June 2023
  • (PDF). Game Developers Conference 2005. 2005. Retrieved 18 October 2012. "GPU Gems 3: Chapter 11. Efficient and Robust Shadow Volumes Using Hierarchical Occlusion...
    16 KB (2,203 words) - 04:28, 25 July 2024
  • Thumbnail for Subsurface scattering
    Green, Simon (2004). "Real-time Approximations to Subsurface Scattering". GPU Gems. Addison-Wesley Professional: 263–278. Nagy, Z; Klein, R (2003). Depth-Peeling...
    10 KB (1,201 words) - 12:20, 18 May 2024
  • Thumbnail for 3D lookup table
    Jeremy (2004). "Using Lookup Tables to Accelerate Color Transformations" GPU Gems 2, Chapter 24. https://developer.nvidia.com/gpugems/GPUGems2/gpugems2_chapter24...
    3 KB (321 words) - 17:40, 8 July 2023
  • Companion and more recently served as a section editor and author for the GPU Gems series of graphics programming books. He has written for 3D Artist magazine...
    5 KB (586 words) - 14:52, 3 July 2024
  • gather". Archived from the original on 2016-06-14. Retrieved 2016-06-13. GPU gems. 2011-01-13. ISBN 9780123849892.deals with "scatter memory access patterns"...
    16 KB (1,703 words) - 15:46, 8 April 2023
  • Thumbnail for SRGB
    2020. "EXT_framebuffer_sRGB". 17 September 2010. Retrieved 12 May 2020. "GPU Gems 3: Chapter 24. The Importance of Being Linear, section 24.4.1". NVIDIA...
    22 KB (2,745 words) - 22:23, 1 June 2024
  • the first time this award has been given for a book. He also co-authored GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose...
    4 KB (388 words) - 18:34, 25 July 2023
  • Commercial Virtual Reality "Towards Photorealism in Virtual Botany" in GPU Gems 2: Programming Techniques for High-Performance Graphics and General-Purpose...
    10 KB (916 words) - 05:55, 3 August 2024
  • Thumbnail for Cg (programming language)
    Graphics, Addison-Wesley Professional, ISBN 0-321-19496-9 Randima Fernando, GPU Gems: Programming Techniques, Tips, and Tricks for Real-Time Graphics, Addison-Wesley...
    23 KB (1,938 words) - 03:32, 19 August 2024
  • Thumbnail for Shadow mapping
    Sun; Oskari Nyman. "Parallel-Split Shadow Maps on Programmable GPUs". GPU Gems 3. Archived from the original on January 17, 2010. Retrieved 2008-02-14...
    20 KB (2,409 words) - 22:24, 23 June 2024
  • Thumbnail for Caustic (optics)
    (2004). "Chapter 2. Rendering Water Caustics". In Fernando, Randima (ed.). GPU Gems: Programming Techniques, Tips and Tricks for Real-Time Graphics. Addison-Wesley...
    21 KB (2,794 words) - 19:49, 21 August 2024
  • Retrieved 2019-11-06. Foley. "Illumination Models and Shading" (PDF). "GPU Gems". NVIDIA Developer. Retrieved 2019-10-30. "Caustics water texturing using...
    25 KB (2,813 words) - 13:30, 19 August 2024
  • Thumbnail for Volume rendering
    Ikits, J. Kniss, A. Lefohn and C. Hansen: Volume Rendering Techniques. In: GPU Gems, Chapter 39 (online-version in the developer zone of Nvidia). Volume Rendering...
    24 KB (2,881 words) - 07:56, 4 July 2024
  • "Chapter 32. Taking the Plunge into GPU Computing", in Pharr, Matt (ed.), GPU Gems, Addison-Wesley, ISBN 0-321-33559-7, retrieved 5 April 2018. Garrard, Andrew...
    25 KB (2,048 words) - 07:11, 23 August 2024
  • Thumbnail for Deferred shading
    Games". Retrieved April 14, 2011. Shishkovtsov, Oles (March 7, 2005). "GPU Gems 2: Chapter 9. Deferred Shading in S.T.A.L.K.E.R". Nvidia. Retrieved February...
    26 KB (2,122 words) - 16:10, 4 August 2024
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