搜索资源列表
ShadowVolume
- 基于Direct3D Stencil Buffer 的对于Shadow Volume 的讲解,翻译自nVIDIA的讲解。-Buffer on Direct3D Stencil Shadow Volume for the talks, the translation from Nvidia talks.
AntiAliasingWithTransparency
- NVIDIA Direct3D透明反锯齿演示C++源代码,需要Geforce7系列以上显卡。-NVIDIA Direct3D transparent antialiasing demo C source code, Geforce7 series needs more graphics.
slibestpract
- 启用NVIDIA显卡“SLI技术”的调试和简单演示程序源代码。-opening NVIDIA "SLI" Debugging and simple demonstration program source code.
HardwareShadowMap
- NVIDIA实现硬件阴影贴图的源代码 需要硬件支持DX8.1的显卡。-NVIDIA hardware shadow mapping of the source code necessary hardware support 24x graphics.
AntiAliasingWithPostProcessing
- NVIDIA反锯齿效果处理演示源代码 包括透明反锯齿模式。 需要硬件支持DX8.1的显卡-NVIDIA aliased effects processing demo source code, including transparency antialiasing mode. Burn needs hardware graphics support
Membrane
- NVIDIA Membrane(隔膜、薄膜特效)源代码 需要硬件支持DirectX8以上的显卡。-NVIDIA Membrane (divide Films effects) source code needs more hardware support DirectX8 cards.
basic_math_tutorial_cg
- Cg(C for Graphics,NVIDIA公司出品)语言写的数学工具包,学习在图形处理器上编程的学者可以用来研究Cg程序,以及作数值模拟在图形处理器上实现方面的研究
PhysXCollisionC-testupload-plsDelMe
- Ageia s PhysX(Game Physis lib) Usage with D3D - base Geometry (need physx lib, download from nvidia homepage)
cascaded_shadow_maps
- NVIDIA SDK10 shadow map GLSL OpenGL
bczn2.0
- 基于GPU的三维图形编程架构,主要描述了nvidia的GPU架构。-mainly descirbe the nvidia GPU architecture and programming guide!
ShadowMapping
- 一篇很好的关于 D3D Shadow Mapping 的文章,带源代码,并且包括使用NVIDIA HARDWARE 计算Shadow Mapping .-A very good article on D3D Shadow Mapping (includeing source).It also talk about something on Shadow Mapping calculating with NVIDIA HARDWARE
volumeRenderwithCUDA
- 利用nVidia推出的CUDA平台进行的体绘制程序(光线投射算法)-a programme with the platform CUDA republiced by nVidia (ray casting)
Nvidia-_Nature_demo
- Nvidia 自然仿真的demo 有风吹动的草地,地形仿真,及水池,非常漂亮,富含源码,十分值得参考。-Nvidia simulation demo with natural grass blowing in the wind, terrain simulation, and pools, very beautiful, rich source, is worth considering.
GPU-Gems-2
- 《GPU精粹2》的主编是NVIDIA公司的软件工程师Matt Pharr。Matt也是Physically Based Rendering:From Theory to Implementation(Morgan Kaufmann,2004)一书的合著者之一。“GPU精粹”系列编辑是Randima Fernando。Randy 主编了“GPU精粹”的第1卷(Addison-Wesley,2004),而且是The Cg Tutorial(Addiosn-Wesley,2003)的合著者,其论文“A
SuperFlow--NV_ok
- NVIDIA公司提供的流体模拟程序,效果非常好,已编译通过,请下载使用-Fluid simulation program provided by NVIDIA Corporation, the effect is very good。
CgReferenceManual
- nvidia 的gpu编程语言 cg的用户手册 学习u3d shader的可以参考-the U3D shader the the nvidia gpu programming language cg user manual to learn can refer to
Summed-Area-Tables
- SAT(Summed Area Tables)算法的基于GPU硬件加速实现的详细描述,NVIDIA版-Summed Area Tables using Graphics Hardware
pxtask
- pxtask - NVIDIA PhysX 3.3.3 release source code for direct GPU for NVidia cards
nvidia-widgets-1.0.0.tar
- 大名鼎鼎的NVIDIA的opengl纹理工具包,CMAKE版本。-NVIDIA Texture Tools version 1.0.0
NVMeshMender
- NVMeshMender source code