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GPU Pro 6
book

GPU Pro 6

by Wolfgang Engel
July 2015
Intermediate to advanced
586 pages
17h 21m
English
A K Peters/CRC Press
Content preview from GPU Pro 6
126 II Rendering
#i f defined(ODDFRAME) // RED
// Horizontal pattern for frame [1]
int2 offset0 = int2 (0, 1) ;
int2 offset1 = int2 (1 , 0) ;
#e l s e i f defined(EVENFRAME) // BLUE
int2 offset0 = int2 (1 , 0) ;
int2 offset1 = int2 (0, 1) ;
#endif
s0 = CurrentFrame . Sample( PointSampler , UV );
s1 = CurrentFrame . Sample( PointSampler , UV , offset0);
s2 = PreviousFrame . Sample( LinearSampler , previousUV);
s3 = PreviousFrame . Sample( LinearSampler , previousUV , offset1);
return 0.25 ( s0 + s1 + s2 + s3 );}
Listing 3.10. Reordered temporal FLIPQUAD reconstruction kernel.
3.6.6 History Sample Acceptance Method
Our acceptance method for history samples ...
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Publisher Resources

ISBN: 9781482264623