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101. White Paper - Next Generation Graphics GPU Shader and Compute Libraries

102. Real-time Rendering of 3D Animal Models in Chinese Ink Painting Style

103. Real-time Interactive Snow Simulation using Compute Shaders in Digital Environments

104. Interactive Focus+Context Rendering for Hexahedral Mesh Inspection

105. High-Performance ELM for Memory Constrained Edge Computing Devices with Metal Performance Shaders

106. Dual-Modality Cardiac Data Real-Time Rendering and Synchronization in Web Browsers

107. Dataflow VFX Programming and Processing for Artists and OpenISS

108. Low-level Optimizations in The Last of Us Part II

109. Making Souls: Methods and a Pipeline for Volumetric Characters

110. Rasterizing Volumes and Surfaces for Crowds on Soul

111. Using Mesh Shaders for Continuous Level-of-Detail Terrain Rendering

112. A CAD Interface for Drawing with Signed Distance Functions

113. A Parallel Heterogeneous Computation Library for Embedded ARM Clusters

114. GPU Assist using DSP Pre-processor

115. The Development and UI Design of an Interactive Game Map

116. Developing a Computer Graphics Course with a Game Development Engine

117. Improving GPU Real-Time Wide Terrain Tessellation Using the New Mesh Shader Pipeline

118. Image-Based Rendering of Cars using Semantic Labels and Approximate Reflection Flow

119. RTX-RSim

120. Procedural band patterns

121. Blindness Visualizer: A Simulated Navigation Experience

122. Teaching Computer Graphics Programming Using a Game Development Engine

123. Real-time path-based surface detail

124. A Shader-Based Architecture for Virtual Reality Applications on Mobile Devices

125. Target Strength Calculation using the Graphics Pipeline

126. Syntactic and semantic analysis for extended feedback on computer graphics assignments

127. Human Heart Model Rendering Based on BRDF Algorithm

128. A 3D Visualization Method of Global Ocean Surface Based on Discrete Global Grids

129. Full Wave Modelling of Light Propagation and Reflection.

130. A Multiresolution Approach to Render 3D Models.

131. Rogue Two: Reflections on the Creative and Technological Development of the Audiovisual Duo—The Rebel Scum

132. RAPID: Memory-Aware NoC for Latency Optimized GPGPU Architectures

133. Two-dimensional Comprehensive Meteorological Observation Platform Based on Combination of Timeline and Observation Data Products

134. Let’s Animate with Blender

135. Development of Segmentation-Rendering on Virtual Reality for Training Deep-learning, Simulating Landscapes and Advanced User Experience

136. ZU1: An Efficient Early Zrange Test Unit

137. Revisiting The Vertex Cache

138. High-Performance By-Example Noise using a Histogram-Preserving Blending Operator

139. Slang

140. Toward wave-based sound synthesis for computer animation

141. Runtime Shader Simplification via Instant Search in Reduced Optimization Space

142. Manuka

143. An image-based method for animated stroke rendering

144. Approximate Program Smoothing Using Mean-Variance Statistics, with Application to Procedural Shader Bandlimiting

145. A GPU Algorithm for Matrix-Matrix Multiplication using OpenGL Compute Shader

146. Using Graphics Processing Units and Compute Shaders in Real Time Multimodel Adaptive Robust Control

147. RailEnV-PASMVS: A perfectly accurate, synthetic, path-traced dataset featuring a virtual railway environment for multi-view stereopsis training and reconstruction applications

148. Target echo calculations using the OpenGL graphics pipeline

149. Desenvolupament d’un asset de generació de FX Pixel Art

150. FURY: advanced scientific visualization

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