Tags
Language
Tags
July 2025
Su Mo Tu We Th Fr Sa
29 30 1 2 3 4 5
6 7 8 9 10 11 12
13 14 15 16 17 18 19
20 21 22 23 24 25 26
27 28 29 30 31 1 2
    Attention❗ To save your time, in order to download anything on this site, you must be registered 👉 HERE. If you do not have a registration yet, it is better to do it right away. ✌

    https://sophisticatedspectra.com/article/drosia-serenity-a-modern-oasis-in-the-heart-of-larnaca.2521391.html

    DROSIA SERENITY
    A Premium Residential Project in the Heart of Drosia, Larnaca

    ONLY TWO FLATS REMAIN!

    Modern and impressive architectural design with high-quality finishes Spacious 2-bedroom apartments with two verandas and smart layouts Penthouse units with private rooftop gardens of up to 63 m² Private covered parking for each apartment Exceptionally quiet location just 5–8 minutes from the marina, Finikoudes Beach, Metropolis Mall, and city center Quick access to all major routes and the highway Boutique-style building with only 8 apartments High-spec technical features including A/C provisions, solar water heater, and photovoltaic system setup.
    Drosia Serenity is not only an architectural gem but also a highly attractive investment opportunity. Located in the desirable residential area of Drosia, Larnaca, this modern development offers 5–7% annual rental yield, making it an ideal choice for investors seeking stable and lucrative returns in Cyprus' dynamic real estate market. Feel free to check the location on Google Maps.
    Whether for living or investment, this is a rare opportunity in a strategic and desirable location.

    GPU Pro : advanced rendering techniques

    Posted By: insetes
    GPU Pro : advanced rendering techniques

    GPU Pro : advanced rendering techniques By Wolfgang F Engel (ed.)
    2010 | 711 Pages | ISBN: 1568814720 | PDF | 32 MB


    MATHEMATICS, Sam Martin GPU Color Quantization, Chi Sing Leung, Tze-Vui Ho, and Vi Xiao Visualize Your Shadow Map Techniques, Fan Zhang, Chong Zhao, and Adrian Egli GEOMETRY MANIPULATION, Natalya Tatarchuk As Simple as Possible Tessellation for Interactive Applications, Tamy Boubekeur Rule-Based Geometry Synthesis in Real-Time, Milan Magdics and Gergely Klar GPU-Based NURBS Geometry Evaluation and Rendering, Graham Hemingway Polygonal-Functional Hybrids for Computer Animation and Games, D. Kravtsov, O. Fryazinov, V. Adzhiev, A. Pasko, and P. Comninos RENDERING TECHNIQUES, Wessam Bahnassi Quadtree Displacement Mapping with Height Blending, Michal Drobot NPR Effects Using the Geometry Shader, Pedro Hermosilla and Pere-Pau Vazquez Alpha Blending as a Post-Process, Benjamin Hathaway Virtual Texture Mapping, Matthaus G. Chajdas, Christian Eisenacher, Marc Stamminger, and Sylvain Lefebvre GLOBAL ILLUMINATION, Carsten Dachsbacher Fast, Stencil-Based Multiresolution Splatting for Indirect Illumination, Chris Wyman, Greg Nichols, and Jeremy Shopf Screen-Space Directional Occlusion, Thorsten Grosch and Tobias Ritschel Real-Time Multi-Bounce Ray-Tracing with Geometry Impostors, Peter Dancsik and Laszlo Szecsi IMAGE SPACE, Christopher Oat Anisotropic Kuwahara Filtering on the GPU, Jan Eric Kyprianidis, Henry Kang, and Jiirgen Dollner Edge Anti-Aliasing by Post-Processing, Hugh Malan Environment Mapping with Floyd-Steinberg Halftoning, Laszlo Szirmay-Kalos, Laszlo Szecsi, and Anton Penzov Hierarchical Item Buffers for Granular Occlusion Culling, Thomas Engelhardt and Carsten Dachsbacher Realistic Depth of Field in Postproduction, David Illes and Peter Horvath Real-Time Screen Space Cloud Lighting, Kaori Kubota Screen-Space Subsurface Scattering, Jorge Jimenez and Diego Gutierrez HANDHELD DEVICES, Kristof Beets Migration to OpenGL ES 2.0, Ken Catterall Touchscreen-Based User Interaction, Andrea Bizzotto iPhone 3GS Graphics Development and Optimization Strategies, Andrew Senior Optimizing a 3D UI Engine for Mobile Devices, Hyunwoo Ki SHADOWS, Wolfgang Engel Fast Conventional Shadow Filtering, Holger Gruen Hybrid Min/Max Plane-Based Shadow Maps, Holger Gruen Shadow Mapping for Omnidirectional Light Using Tetrahedron Mapping, Hung-Chien Liao Screen Space Soft Shadows, Jesus Gumbau, Miguel Chover, and Mateu Sbert 3D ENGINE DESIGN, Wolfgang Engel Multi-Fragment Effects on the GPU Using Bucket Sort, Meng-Cheng Huang, Fang Liu, Xue-Hui Liu, and En-Hua Wu Parallelized Light Pre-Pass Rendering with the Cell Broadband Engine, Steven Tovey and Stephen McAuley Porting Code between Direct3D9 and OpenGL 2.0, Wojciech Sterna Practical Thread Rendering for DirectX 9, David Pangerl GAME POSTMORTEMS, Matthias Wloka Stylized Rendering in Spore, Shalin Shodhan and Andrew Willmott Rendering Techniques in Call of Juarez: Bound in Blood, Pawel Rohleder and Maciej Jamrozik Making it Large, Beautiful, Fast, and Consistent: Lessons Learned Developing Just Cause 2, Emil Persson Destructible Volumetric Terrain, Marek Rosa BEYOND PIXELS AND TRIANGLES, Sebastien St-Laurent Parallelized Implementation of Universal Visual Computer, Tze-Yui Ho, Ping-Man Lam, and Chi-Sing Leung Accelerating Virtual Texturing Using CUDA, Charles-Frederik Hollemeersch, Bart Pieters, Peter Lambert, and Rik Van de Walle Efficient Rendering of Highly Detailed Volumetric Scenes with GigaVoxels, Cyril Crassin, Fabrice Neyret, Miguel Sainz, and Elmar Eisemann Spatial Binning on the GPU, Christopher Oat, Joshua Barczak, and Jeremy Shopf Real-Time Interaction between Particles and the Dynamic Mesh on the GPU, Vlad Alexandrov