- 2011 - A trip through the Graphics Pipeline 2011
- 2013 - Performance Optimization Guidelines and the GPU Architecture behind them
- 2015 - Life of a triangle - NVIDIA's logical pipeline
- 2015 - Render Hell 2.0
- 2016 - How bad are small triangles on GPU and why?
- 2017 - GPU Performance for Game Artists
- 2019 - Understanding the anatomy of GPUs using Pokémon
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| Shader "Pristine Grid" | |
| { | |
| Properties | |
| { | |
| [KeywordEnum(MeshUV, WorldX, WorldY, WorldZ)] _UVMode ("UV Mode", Float) = 2.0 | |
| _GridScale ("Grid Scale", Float) = 1.0 | |
| _LineWidthX ("Line Width X", Range(0,1.0)) = 0.01 | |
| _LineWidthY ("Line Width Y", Range(0,1.0)) = 0.01 |
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| /*============================================================================ | |
| NVIDIA FXAA 3.11 by TIMOTHY LOTTES | |
| ------------------------------------------------------------------------------ | |
| COPYRIGHT (C) 2010, 2011 NVIDIA CORPORATION. ALL RIGHTS RESERVED. | |
| ------------------------------------------------------------------------------ | |
| TO THE MAXIMUM EXTENT PERMITTED BY APPLICABLE LAW, THIS SOFTWARE IS PROVIDED |
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| public int getDisplayContentHeight() { | |
| final WindowManager windowManager = getWindowManager(); | |
| final Point size = new Point(); | |
| int screenHeight = 0, actionBarHeight = 0; | |
| if (getActionBar() != null) { | |
| actionBarHeight = getActionBar().getHeight(); | |
| } | |
| int contentTop = ((ViewGroup) findViewById(android.R.id.content)).getTop(); | |
| if (Build.VERSION.SDK_INT >= Build.VERSION_CODES.HONEYCOMB) { | |
| windowManager.getDefaultDisplay().getSize(size); |