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Documents The A to Z of DX10 Performance Cem Cebenoyan, NVIDIA Nick Thibieroz, AMD.

Slide 1 Slide 2 The A to Z of DX10 Performance Cem Cebenoyan, NVIDIA Nick Thibieroz, AMD Slide 3 Color Coding ATI NVIDIA Slide 4 A PI Overview »DX10 is designed for performance…

Documents 1 TreeJuxtaposer: Scalable Tree Comparison using Focus+Context with Guaranteed Visibility Tamara...

Slide 11 TreeJuxtaposer: Scalable Tree Comparison using Focus+Context with Guaranteed Visibility Tamara Munzner Univ. British Columbia François Guimbretière Univ. Maryland…

Documents 1 Oscillating Slider Estimated time required: 25 min GUI familiarity level required: Higher...

Slide 11 Oscillating Slider Estimated time required: 25 min GUI familiarity level required: Higher MSC.ADAMS 2005 r2 Slide 2 2 Topics Covered If you have any difficulties,…

Documents Plenoptic Stitching: A Scalable Method for Reconstructing 3D Interactive Walkthroughs Daniel G....

Slide 1 Plenoptic Stitching: A Scalable Method for Reconstructing 3D Interactive Walkthroughs Daniel G. Aliaga [email protected] Ingrid Carlbom [email protected] Presented…

Documents 1 Dynamic Shadows and Lighting for Walkthrus of Large Models Brandon Lloyd COMP 258 December 2002.

Slide 1 1 Dynamic Shadows and Lighting for Walkthrus of Large Models Brandon Lloyd COMP 258 December 2002 Slide 2 2 Why Are Shadows Important? Slide 3 3 Slide 4 4 Shadow…

Documents Fall 2006 revised1 Frustum Culling in OpenGL Ref: MarkMoley.com.

Slide 1 Fall 2006 revised1 Frustum Culling in OpenGL Ref: MarkMoley.com Slide 2 Fall 2006 revised2 Culling Techniques Slide 3 Fall 2006 revised3 Outline Introduction View…

Documents Space Partitioning Computer Graphics. What is Space Partitioning? A division of 3D space into...

Slide 1 Space Partitioning Computer Graphics Slide 2 What is Space Partitioning? A division of 3D space into distinct regions Specifically, a tree data structure is used…