Academic literature on the topic 'OpenGL'

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Journal articles on the topic "OpenGL"

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Lee, Hwan-Yong, and Nak-Hoon Baek. "OpenGL ES 1.1 Implementation Using OpenGL." KIPS Transactions:PartA 16A, no. 3 (June 30, 2009): 159–68. http://dx.doi.org/10.3745/kipsta.2009.16-a.3.159.

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BAEK, Nakhoon, and Hwanyong LEE. "OpenGL SC Implementation on the OpenGL Hardware." IEICE Transactions on Information and Systems E95.D, no. 10 (2012): 2589–92. http://dx.doi.org/10.1587/transinf.e95.d.2589.

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Baek, Nakhoon, and Hwanyong Lee. "OpenGL ES 1.1 implementation based on OpenGL." Multimedia Tools and Applications 57, no. 3 (December 1, 2010): 669–85. http://dx.doi.org/10.1007/s11042-010-0662-4.

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Baek, Nakhoon, and Kwan-Hee Yoo. "Emulating OpenGL ES 2.0 over the desktop OpenGL." Cluster Computing 18, no. 1 (February 26, 2014): 165–75. http://dx.doi.org/10.1007/s10586-014-0351-6.

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Baek, Nak-Hoon. "Implementation of OpenGL SC Emulation Library over OpenGL." Journal of Korea Multimedia Society 14, no. 3 (March 31, 2011): 440–48. http://dx.doi.org/10.9717/kmms.2011.14.3.440.

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Chen, Zhao Hui, Ya Yu Huang, and Jin Wen Zhang. "CUDA Parallel Computing Combined with OpenGL Interoperate." Advanced Materials Research 774-776 (September 2013): 1812–15. http://dx.doi.org/10.4028/www.scientific.net/amr.774-776.1812.

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Through CUDA-C to make parallel operation for generating small balls’ datas and render for balls combined with OpenGL interoperating. Compared with the experiment which generates balls only by OpenGL, the experimental results show that the CUDA has considerable advantages in parallel operation and the speed increased 6 to 7 times than simply using OpenGL.
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Wang, Yao, Li Xia Sun, and Jiu Chen Fan. "Application of OpenGL in NC Turning Simulation." Advanced Materials Research 505 (April 2012): 282–86. http://dx.doi.org/10.4028/www.scientific.net/amr.505.282.

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This paper introduces the modular structure of NC turning simulation system and the characters of OpenGL. OpenGL is the standard interface of three-dimensional graphic software, and its main functions include modeling, transformation, mode setting of color, light and material setting, texture mapping, double buffer animation, etc. The application of OpenGL in development for NC turning simulation system is described, at the same time, its effect on three aspects of solid modeling, realistic effect and animation demonstration is specially illustrated. Simulation results prove that the NC turning simulation system based on OpenGL runs reliably, and can effectively simulate the machining process in real time.
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Illés, Attila. "Az OPENGL a mérnöki ábrázolásban." Fiatal Műszakiak Tudományos Ülésszaka 1. (2010) (2010): 147–50. http://dx.doi.org/10.36243/fmtu-2010.34.

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Li, Wei, Xiaohu Huang, and Nanning Zheng. "Parallel implementing OpenGL on PVM." Parallel Computing 23, no. 12 (December 1997): 1839–50. http://dx.doi.org/10.1016/s0167-8191(97)00090-2.

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Chen, Bo, and Harry H. Cheng. "Interpretive OpenGL for computer graphics." Computers & Graphics 29, no. 3 (June 2005): 331–39. http://dx.doi.org/10.1016/j.cag.2005.03.002.

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Dissertations / Theses on the topic "OpenGL"

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Hedström, Mathias. "En jämförelsestudie mellan OpenGL 4.3, OpenGL ES 3.0 och WebGL 1.0." Thesis, Umeå universitet, Institutionen för datavetenskap, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:umu:diva-81114.

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OpenGL is a standard API that is used to manage 3D graphics on desktop computers. Although OpenGL is independent of customized hardware it’s not suitable for all kinds of devices. Therefore both OpenGL ES andWebGL was created. These can be viewed as subsets of OpenGL. This report presents the differences of importance to both developers and users, between OpenGL 4.3, OpenGL ES 3.0 and WebGL 1.0. are the rendering pipeline and the texture handling. As the reader will see, it is mainly the rendering pipeline that affects most of the performance and the graphical processing. The report also drives a discussion of how the various OpenGL groups are related to each other and how a possible future can look like. The evidence indicates that OpenGL will be replaced by OpenGL ES and WebGL.
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Ahlgren, Hannes. "Graph visualization with OpenGL." Thesis, Växjö University, School of Mathematics and Systems Engineering, 2005. http://urn.kb.se/resolve?urn=urn:nbn:se:vxu:diva-22.

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Vizz3D is a 3D graphics code analysis tool, developed at Växjö University that optionally can use Java3D or OpenGL. However, initially Java3D was the only programming interface used. No other version was considered. Therefore the applications structure was built with the Java3D way of thought in mind. But code visualization with 3D graphics can be a demanding task for the computers processor and its graphics hardware and Java3D is known to be somewhat inefficient. So an OpenGL version was introduced.

This thesis reflects on the work restructuring the application’s code to fit both versions within Vizz3D in a structured and object-oriented way. The thesis shows the efforts to be taken to make an existing ever evolving tool easily extendible to other API’s. Additional aspects of OpenGL specific implementations are discussed throughout the thesis.

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Hort, Pavel. "Vizualizace molekul pomocí OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2011. http://www.nusl.cz/ntk/nusl-236988.

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This thesis considers atom`s attributes, which affects shape of molecules. It describes rules that are basic for molecule creation. This text features basic attributes and rules, which affects the final shape of molecule. Next part of this text explains several ways to display molecule. Following parts of this thesis describes several ways how to store and represent atom and molecules in computer technology along with solution of these problems that are used for this thesis.
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Nilsson, Eric. "Paravirtualizing OpenGL ES in Simics." Thesis, Blekinge Tekniska Högskola, Institutionen för datalogi och datorsystemteknik, 2014. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3979.

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CONTEXT. Full-system simulators provide benefits to developers in terms of a more rapid development cycle; since development may begin prior to that of next-generation hardware being available. However, there is a distinct lack of graphics virtualization in industry-grade virtual platforms, leading to performance issues that may obfuscate the benefits virtual platforms otherwise have over execution on actual hardware. OBJECTIVES. This dissertation concerns the implementation of graphics acceleration by the means of paravirtualizing OpenGL ES 2.0 in the Simics full-system simulator. Furthermore, this study illustrates the benefits and drawbacks of paravirtualized methodology, in addition to performance analysis and comparison with the Android emulator; which likewise utilize paravirtualization to accelerate simulated graphics. METHODS. In this study, we propose a solution for paravirtualized graphics using Magic Instructions; the implementation of which is subsequently described. Additionally, three benchmarks are devised to stress key points in the developed solution; comprising areas such as inter-system communication latency and bandwidth. Additionally, the solution is evaluated based on computationally intensive applications. RESULTS. For the purpose of this study, elapsed frame times for respective benchmarks are collected and compared with four platforms; i.e. the hardware accelerated Host machine, the paravirtualized Android emulator, the software rasterized Simics- and the paravirtualized Simics platforms. CONCLUSIONS. This thesis establishes paravirtualization as a feasible method to achieve accelerated graphics in virtual platforms. The study shows graphics acceleration of up to 34 times of that of its software rasterized counterparts. Furthermore, the study establishes magic instructions as the primary bottleneck of communication latency in the devised solution. Classification: E.1.1 [Software infrastructure]: Virtual machines; K.6.4 [Graphics systems and interfaces]: Graphics processors; N.1.0 [Companies]: Intel Corporation; Keywords: Paravirtualization; Simics;
Arkitekturella simulatorer förser utvecklare med medel till snabbare utvecklingscykler genom att tillåta utveckling av mjukvara för nya plattformar innan dessa finns tillgängliga. Dessvärre finns det få lösningar för GPU-accelerering i moderna virtuella plattformar; vilket leder till prestandaproblem som kan hämma de fördelar som virtuella plattformar har över exekvering på hårdvara. Denna uppsats angår implementering av grafikaccelerering genom paravirtualisering av OpenGL ES 2.0 i systemsimulatorn Simics. Studien sammanfattar fördelar och nackdelar av paravirtualiserade metoder, med hänsyn till prestandaanalys och jämförelse med Android-emulatorn; som också nyttjar paravirtualisering för att accelerera simulerad grafik. Vi föreslår grafikaccelering genom paravirtualisering m.h.a. magiska instruktioner; vars implementation sammanfattas i uppsatsen. Vidare presenteras tre utvärderingsprov vars syfte är att påfresta nyckelpunkter i den paravirtualiserade lösningen, så som systemlatens och bandbredd i kommunikation mellan simulering och den verkliga världen. Lösningen evalueras även baserat på ett prestandakrävande utvärderingstest. För experimentet, som presenteras i denna uppsats, samlas uppdateringsfrekvens för de grafiska utvärderingstesten och jämförs med exekvering på fyra olika plattformar. Dessa plattformar omfattar ett hårdvaruaccelerat referens-system, paravirtualiserad simulering m.h.a. Android-emulator, mjukvarurastrerad Simics-simulering, och paravirtualiserad Simics-simulering. Uppsatsen fastställer paravirtualisering som en god metod för att uppnå grafikaccelering i virtuella plattformar. Studien påvisar prestandaförbättringar motsvarande 34 gånger jämförelsevis med dess mjukvarurastrerade motpart. Vidare presenterar uppsatsen magiska instruktioner som den primära flaskhalsen i den utvecklade lösningen.

OFFICE eric.nilsson@intel.com +46 8 690 0734 HOME EricNNilsson@gmail.com +46 73 656 4535

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Chornay, Nicholas J. "An OpenGL backend for Halide." Thesis, Massachusetts Institute of Technology, 2013. http://hdl.handle.net/1721.1/84881.

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Thesis (M. Eng.)--Massachusetts Institute of Technology, Department of Electrical Engineering and Computer Science, 2013.
Cataloged from PDF version of thesis.
Includes bibliographical references (pages 37).
High performance image processing requires not only an efficient underlying algorithm but also an implementation tailored to maximally exploit the available hardware resources. In practice, this requires low-level optimization, platform-specific instructions, and, when available, the use of special purpose hardware such as GPU. Halide is a domain-specific programming language targeted at image processing applications. Its programming model decouples an algorithm from the details of its execution, vastly simplifying development and optimization. We present an OpenGL backend for the Halide compiler, which enables Halide programs to run GPU computation on devices that support the OpenGL API. In particular, this paves the way for GPU computation on mobile devices using OpenGL ES. In doing so, we demonstrate how a general image processing framework can be built upon functionality designed for 3D graphics applications.
by Nicholas J. Chornay.
M.Eng.
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Buček, Antonín. "Demonstrace pokročilých technik využívajících OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2008. http://www.nusl.cz/ntk/nusl-235992.

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This thesis demonstrates advanced techniques using OpenGL. The work is conceived as a demo without any size restrictions. It focuses on creating 3D world, which consists of inner rooms complex. Some additional interesting objects, lighting and shadows enrich the rooms. Particle systems, which were used to create explosions, smokes and some other particle effects are described in the thesis, too. 3D machine models fight between themselves using laser beams and form the story of the demo. Important part of the work is a movement model which is applied to both models and avatar. Sound track completes the demo.
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Dokoupil, Martin. "3D projekce fotek v OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2010. http://www.nusl.cz/ntk/nusl-237271.

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This document describes implementation of photo slideshow editor. This editor can be used to create dynamic sequences from taken photos. Image taken by camera is projected onto three-dimensional sphere and drawn to screen. Then it is posible to rotate and zoom camera over image. Visual output of this editor makes moving over image more real. If panoramic image is used, user is able to free look around. This document describes method which can translate two-dimensional coordinates to three-dimensional space. Shows how to use transformations for moving camera and methods to implement camera zoom. Contains description of user interface and also mentions extensions that were implemented in editor.
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Buchta, David. "3D herní svět v OpenGL." Master's thesis, Vysoké učení technické v Brně. Fakulta informačních technologií, 2017. http://www.nusl.cz/ntk/nusl-363872.

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Focus of this master's thesis is a study of modern techniques in computer graphics and designing and developing custom application based on which could be developed new game engine. In this thesis are highlighted techniques for creating large terrains, advanced shadows, physically based sky rendering and drawing large set of objects. Finally, performance testing of these modules is performed.
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Ingelborn, Marcus. "Rendering av geodata med OpenGL." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-286289.

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Den här studien undersökte om det är lönsamt eller ej att implementera hård-varustöd, med hjälp av OpenGL, för rendering av geografisk data. I detta fall innebar det skapande av kartbilder med tillfälliga föremål positionerade och inritade. Föremålen var under konstant förändring och en bildruta kunde inte antas se likadan ut som nästa. För att besvara på frågan användes en testmiljö hos företaget Saab och den öppna programvaran Geotools. En aktionsforskning genomfördes där en ny ren-deringsmodul till Geotools implementerades. Den nya och den föregående ren-deringsmodulen, från Geotools, testades och deras renderingstider uppmättes. Därefter analyserades mätresultaten och jämfördes med statistiska metoder. Renderingstiden för en bild i den tidigare renderingsmodulen tog i snitt mellan 481 och 495 ms med sannolikhet på 99,9%. Renderingstiden utfördes i snitt med den nya renderingsmodulen på mellan 145 och 150 ms med samma sannolikhet. Inom ett konfidensintervall på 99,9% minskade snittrenderingstiden med mellan 333 och 347 ms för den nyutvecklade modulen med hårdvarustöd.
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Ye, Chunyan. "Extensions to OpenGL for CAGD." [Johnson City, Tenn. : East Tennessee State University], 2003. http://etd-submit.etsu.edu/etd/theses/available/etd-0331103-180909/unrestricted/YeC042403a.pdf.

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Thesis (M.S.)--East Tennessee State University, 2003.
Title from electronic submission form. ETSU ETD database URN: etd-0331103-180909. Includes bibliographical references. Also available via Internet at the UMI web site.
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Books on the topic "OpenGL"

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S, Wright Richard. OpenGL SuperBible. Upper Saddle River: Pearson Education, 2005.

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S, Wright Richard. OpenGL superbible. 2nd ed. Indianapolis: Waite Group Press, 2000.

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Stęgierski, Rafał. Programowanie OpenGL. Lublin: Uniwersytet Marii Curie Skłodowskiej, 2011.

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Christophe, Riccio, ed. OpenGL insights. Boca Raton, FL: CRC Press, 2012.

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Benjamin, Lipchak, ed. OpenGL superbible. 3rd ed. Indianapolis: SAMS, 2005.

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Orlamünder, Dieter, and Wilfried Mascolus. Computergrafik und OpenGL. München: Carl Hanser Verlag GmbH & Co. KG, 2004. http://dx.doi.org/10.3139/9783446400726.

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Mehta, Prateek. Learn OpenGL ES. Berkeley, CA: Apress, 2013. http://dx.doi.org/10.1007/978-1-4302-5054-8.

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Claussen, Ute. Programmieren mit OpenGL. Berlin, Heidelberg: Springer Berlin Heidelberg, 1997. http://dx.doi.org/10.1007/978-3-642-60339-6.

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OpenGL: A primer. Boston: Addison-Wesley, 2002.

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Rost, Randi J. OpenGL shading language. 3rd ed. Upper Saddle River, NJ: Addison Wesley, 2009.

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Book chapters on the topic "OpenGL"

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Eckgold, Frank. "OpenGL." In Windows 95 Anwendungs- und Systemprogrammierung, 421–52. Wiesbaden: Vieweg+Teubner Verlag, 1996. http://dx.doi.org/10.1007/978-3-322-88950-8_11.

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Kelly, Sloan. "OpenGL Special Effects." In BlitzMax for Absolute Beginners, 171–78. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-2523-3_17.

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Guha, Sumanta. "An OpenGL Toolbox." In Computer Graphics Through OpenGL®, 57–82. 4th ed. Boca Raton: Chapman and Hall/CRC, 2022. http://dx.doi.org/10.1201/9781003287452-5.

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Chen, Jim X. "OpenGL Shading Language." In Guide to Graphics Software Tools, 1–29. London: Springer London, 2008. http://dx.doi.org/10.1007/978-1-84800-901-1_9.

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Guha, Sumanta. "An OpenGL Toolbox." In Computer Graphics Through OpenGL, 55–78. Third edition. | Boca Raton : Taylor & Francis, a CRC title, part of the Taylor & Francis imprint, a member of the Taylor & Francis Group, the academic division of T&F Informa, plc, 2018.: Chapman and Hall/CRC, 2018. http://dx.doi.org/10.1201/9780429464171-3.

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Claussen, Ute. "Bibliotheken zu OpenGL." In Programmieren mit OpenGL, 273–332. Berlin, Heidelberg: Springer Berlin Heidelberg, 1997. http://dx.doi.org/10.1007/978-3-642-60339-6_13.

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DiMarzio, J. F. "OpenGL ES and Polygons." In Android Studio Game Development, 43–51. Berkeley, CA: Apress, 2015. http://dx.doi.org/10.1007/978-1-4842-1718-4_6.

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Hagos, Ted, Mario Zechner, J. F. DiMarzio, and Robert Green. "Introduction to OpenGL ES." In Beginning Android Games Development, 269–315. Berkeley, CA: Apress, 2020. http://dx.doi.org/10.1007/978-1-4842-6121-7_9.

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Zechner, Mario, and Robert Green. "OpenGL ES: Going 3D." In Beginning Android Games, 493–528. Berkeley, CA: Apress, 2012. http://dx.doi.org/10.1007/978-1-4302-4678-7_10.

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Zechner, Mario, J. F. DiMarzio, and Robert Green. "OpenGL ES: Going 3D." In Beginning Android Games, 435–69. Berkeley, CA: Apress, 2016. http://dx.doi.org/10.1007/978-1-4842-0472-6_10.

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Conference papers on the topic "OpenGL"

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Bucur, Adrian. "OpenCL - OpenGL ES interop." In ACM SIGGRAPH 2013 Mobile. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2503512.2503532.

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Lee, Hwanyong, and Nakhoon Baek. "Implementing OpenGL ES on OpenGL." In 2009 IEEE 13th International Symposium on Consumer Electronics (ISCE). IEEE, 2009. http://dx.doi.org/10.1109/isce.2009.5156990.

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Shreiner, Dave. "OpenGL." In ACM SIGGRAPH 2008 classes. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1401132.1401211.

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Hillesland. "OpenGL." In SIGGRAPH Asia 2012 Courses. New York, New York, USA: ACM Press, 2012. http://dx.doi.org/10.1145/2407783.2407790.

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Baek, Nakhoon, and Hwanyong Lee. "Implementing OpenGL SC over OpenGL 1.1+." In 2011 IEEE International Conference on Consumer Electronics (ICCE). IEEE, 2011. http://dx.doi.org/10.1109/icce.2011.5722578.

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Kilgard, Mark J. "Realizing OpenGL." In the ACM SIGGRAPH/EUROGRAPHICS workshop. New York, New York, USA: ACM Press, 1997. http://dx.doi.org/10.1145/258694.258711.

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Kilgard, Mark J., and Kurt Akeley. "Modern OpenGL." In ACM SIGGRAPH ASIA 2008 courses. New York, New York, USA: ACM Press, 2008. http://dx.doi.org/10.1145/1508044.1508092.

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True, Tom, Brad Grantham, Bob Kuehne, and Dave Shreiner. "Performance OpenGL." In the conference. New York, New York, USA: ACM Press, 2004. http://dx.doi.org/10.1145/1103900.1103917.

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Faust, Nickolas L., Dharmajyoti Bhaumik, Larry F. Hodges, William Ribarsky, David Koller, and Peter Lindstrom. "OpenGL VGIS." In Aerospace/Defense Sensing and Controls, edited by Nickolas L. Faust. SPIE, 1996. http://dx.doi.org/10.1117/12.242983.

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Kuehne, Bob, Tom True, Alan Commike, and Dave Shreiner. "Performance OpenGL." In ACM SIGGRAPH 2005 Courses. New York, New York, USA: ACM Press, 2005. http://dx.doi.org/10.1145/1198555.1198684.

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Reports on the topic "OpenGL"

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Mitchell, William F. A FORTRAN 90 Interface for OpenGL. Gaithersburg, MD: National Institute of Standards and Technology, 1997. http://dx.doi.org/10.6028/nist.ir.5985.

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Mitchell, William F. A FORTRAN 90 interface for OpenGl:. Gaithersburg, MD: National Institute of Standards and Technology, 1998. http://dx.doi.org/10.6028/nist.ir.6134.

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Ho, Sean. OpenGL Performance Evaluation on Multiple Computer Platforms. Fort Belvoir, VA: Defense Technical Information Center, November 2001. http://dx.doi.org/10.21236/ada398755.

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Теплицький, Ілля Олександрович, and Сергій Олексійович Семеріков. Создание 3D-моделей физических процессов в среде Python. ГУ «ЗІДМУ», 2005. http://dx.doi.org/10.31812/0564/810.

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Python (пайтон) – простой и в то же время мощный язык программирования, который преодолевает различие между С и shell-программированием, и, таким образом, идеально подходит для «одноразового программирования» и быстрого построения прототипов. Одним из модулей, расширяющих возможности Python по работе с 3D-графикой средствами библиотеки OpenGL, является VPython. При использования этого модуля присущая Python возможность быстрого прототипирования программ дает возможность, не отвлекаясь на детали реализации пользовательского интерфейса, сосредоточиться на сущности моделируемого явления. Нами начата систематическая работа по созданию комплекта 3D-моделей по курсу общей физики и физики твердого тела. При этом конечной целью такой работы является не столько готовый программный продукт, используемый в качестве лекционной демонстрации, сколько детализированное описание процесса создания модели с упором на физический смысл моделируемого явления.
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Henshaw, B. PlotStuff: A class for plotting stuff from overture based on: GL{underscore}GraphicsInterface: A graphics interface based on OpenGL based on: GenericGraphicsInterface: A generic graphics interface: User guide, Version 1.00. Office of Scientific and Technical Information (OSTI), October 1996. http://dx.doi.org/10.2172/435316.

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Jin, Zheming, Kazutomo Yoshii, Hal Finkel, and Franck Cappello. Evaluation of the OpenCL AES Kernel using the Intel FPGA SDK for OpenCL. Office of Scientific and Technical Information (OSTI), April 2017. http://dx.doi.org/10.2172/1357909.

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Tam, Wai Cheong, and Walter W. Yuen. OpenSC :. Gaithersburg, MD: National Institute of Standards and Technology, September 2019. http://dx.doi.org/10.6028/nist.tn.2064.

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Zhao, Y., X. Shen, and C. Liao. OpenK: An Open Infrastructure for the Accumulation, Sharing and Reuse of High Performance Computing Knowledge. Office of Scientific and Technical Information (OSTI), May 2020. http://dx.doi.org/10.2172/1617288.

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Поліщук, О. П., С. В. Шокалюк, and С. В. Середа. Розподілені обчислення у Web-СКМ SAGE. Міністерство регіонального розвитку та будівництва України, 2008. http://dx.doi.org/10.31812/0564/1224.

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Abstract:
Традиційно розподілені обчислення реалізуються за клієнт-серверною технологією із застосуванням або низькорівневого інтерфейсу (pthread, OpenSSL), або високорівневих комунікаційних бібліотек (MPI, OpenMP). При цьому програмування самої обчислювальної задачі також вимагає застосування бібліотек для математичних обчислень з високою точністю (Boost, GMP). Частково автоматизувати процес створення розподілених додатків можуть метаоболонки, в яких необхідно реалізувати лише обчислювальний алгоритм у вигляді динамічної бібліотеки.
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Callas, J., L. Donnerhacke, H. Finney, and R. Thayer. OpenPGP Message Format. RFC Editor, November 1998. http://dx.doi.org/10.17487/rfc2440.

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