Academic literature on the topic 'Performance rendering'
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Journal articles on the topic "Performance rendering"
Akeley, Kurt, and Tom Jermoluk. "High-performance polygon rendering." ACM SIGGRAPH Computer Graphics 22, no. 4 (August 1988): 239–46. http://dx.doi.org/10.1145/378456.378516.
Full textSilva, C. T., A. E. Kaufman, and C. Pavlakos. "PVR: high-performance volume rendering." IEEE Computational Science and Engineering 3, no. 4 (1996): 18–28. http://dx.doi.org/10.1109/99.556509.
Full textYin, Sai. "Explore the Use of Computer-Aided Design in the Landscape Renderings." Applied Mechanics and Materials 687-691 (November 2014): 1166–69. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.1166.
Full textMazuryk, Tomasz, Dieter Schmalstieg, and Michael Gervautz. "Zoom Rendering: Improving 3-D Rendering Performance with 2-D Operations." International Journal of Virtual Reality 2, no. 3 (January 1, 1996): 15–35. http://dx.doi.org/10.20870/ijvr.1996.2.3.2611.
Full textHuang, Kejia, Chenliang Wang, Shaohua Wang, Runying Liu, Guoxiong Chen, and Xianglong Li. "An Efficient, Platform-Independent Map Rendering Framework for Mobile Augmented Reality." ISPRS International Journal of Geo-Information 10, no. 9 (September 8, 2021): 593. http://dx.doi.org/10.3390/ijgi10090593.
Full textLi, Hongle, and Seongki Kim. "Mesh Simplification Algorithms for Rendering Performance." International Journal of Engineering Research and Technology 13, no. 6 (June 30, 2020): 1110. http://dx.doi.org/10.37624/ijert/13.6.2020.1110-1119.
Full textLi, Wang, Guan, Xie, Huang, Wen, and Zhou. "A High-performance Cross-platform Map Rendering Engine for Mobile Geographic Information System (GIS)." ISPRS International Journal of Geo-Information 8, no. 10 (September 20, 2019): 427. http://dx.doi.org/10.3390/ijgi8100427.
Full textHong, Zhi Guo, Yong Bin Wang, and Min Yong Shi. "A Performance-Based Policy for Job Assignment under Distributed Rendering Environments." Applied Mechanics and Materials 543-547 (March 2014): 2949–52. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.2949.
Full textZhang, Qiongxian. "Advanced techniques and high-performance computing optimization for real-time rendering." Applied and Computational Engineering 90, no. 1 (August 27, 2024): 14–19. http://dx.doi.org/10.54254/2755-2721/90/2024melb0061.
Full textWang, Peng, and Zhibin Yu. "RenderBench: The CPU Rendering Benchmark Suite Based on Microarchitecture-Independent Characteristics." Electronics 12, no. 19 (October 6, 2023): 4153. http://dx.doi.org/10.3390/electronics12194153.
Full textDissertations / Theses on the topic "Performance rendering"
Hensley, Justin Lastra Anselmo. "Increasing rendering performance of graphics hardware." Chapel Hill, N.C. : University of North Carolina at Chapel Hill, 2007. http://dc.lib.unc.edu/u?/etd,803.
Full textTitle from electronic title page (viewed Dec. 18, 2007). "... in partial fulfillment of the requirements for the degree of Doctor of Philosophy in the Department of Computer Science." Discipline: Computer Science; Department/School: Computer Science.
Larsen, Matthew. "Performance Modeling of In Situ Rendering." Thesis, University of Oregon, 2017. http://hdl.handle.net/1794/22297.
Full textPoliakov, Vladislav. "Light Performance Comparison betweenForward, Deferred and Tile-basedforward rendering." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2020. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-20584.
Full textZellmann, Stefan [Verfasser], and Ulrich [Akademischer Betreuer] Lang. "Interactive High Performance Volume Rendering / Stefan Zellmann. Gutachter: Ulrich Lang." Köln : Universitäts- und Stadtbibliothek Köln, 2014. http://d-nb.info/1056999675/34.
Full textle, Clercq Anton, and Kristoffer Almroth. "Comparison of Rendering Performance Between Multimedia Libraries Allegro, SDL and SFML." Thesis, KTH, Skolan för elektroteknik och datavetenskap (EECS), 2019. http://urn.kb.se/resolve?urn=urn:nbn:se:kth:diva-259756.
Full textI denna rapport jämförs renderingsprestandan mellan multimediabiblioteken Allegro, SDL och SFML. Den högsta prestandan uppnås genom att skriva kod direkt till en lågnivå-API för grafik, men det kräver mycket mer kod än att använda ett multimediabibliotek. Därför är det vanligt att använda ett multimediabibliotek eller något med liknande funktioner för visualiseringsarbeten. Jämförelsen bestod av att räkna det totala antalet skärmbilder som renderades under en sekund för statiska, semitransparanta, rotarande och rörliga bilder. Varje test kördes med 50 till 10 000 bilder som renderades samtidigt, och programmen testades på sex olika datorer, tre bärbara med integrerade GPUs och tvåkärniga energieffektiva CPUs, och tre stationära med externa GPUs och fyrkärniga CPUs med upplåst klockfrekvens. Allegro presterade bäst på bärbara datorer under en hög belastning, men var upp till 50% sämre i alla övriga tester. SDL presterade bäst på stationära datorer, därför är det ett bra val för krävande grafiska program på stationära datorer. SFML presterade bäst överlag, vilket gör det till det bästa valet för att skapa grafiska program som är tänkta att köras på olika starka datorer.
Pajot, Anthony. "Toward robust and efficient physically-based rendering." Toulouse 3, 2012. http://thesesups.ups-tlse.fr/2801/.
Full textPhysically-based rendering is used for design, illustration or computer animation. It consists in producing photorealistic images by solving the equations which describe how light travels in a scene. Although these equations have been known for a long time and many algorithms for light simulation have been developed, no algorithm exists to solve them efficiently for any scene. Instead of trying to develop a new algorithm devoted to light simulation, we propose to enhance the robustness of most methods used nowadays and/or which can be developed in the years to come. We do this by first identifying the sources of non-robustness in a physically-based rendering engine, and then addressing them by specific algorithms. The result is a set of methods based on different mathematical or algorithmic methods, each aiming at improving a different part of a rendering engine. We also investigate how the current hardware architectures can be used at their maximum to produce more efficient algorithms, without adding approximations. Although the contributions presented in this dissertation are meant to be combined, each of them can be used in a standalone way: they have been designed to be internally independent of each other
Yuan, Ping. "A performance evaluation framework of multi-resolution algorithms for real-time rendering." Thesis, National Library of Canada = Bibliothèque nationale du Canada, 2001. http://www.collectionscanada.ca/obj/s4/f2/dsk3/ftp04/NQ60363.pdf.
Full textRahm, Marcus. "Forward plus rendering performance using the GPU vs CPU multi-threading. : A comparative study of culling process in Forward plus." Thesis, Blekinge Tekniska Högskola, Institutionen för kreativa teknologier, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-14894.
Full textDahlin, Alexander. "Improving Ray Tracing Performance with Variable Rate Shading." Thesis, Blekinge Tekniska Högskola, Institutionen för datavetenskap, 2021. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-21945.
Full textBakgrund. Hårdvaruaccelererad strålspårning har möjliggjort strålspårade reflektioner för realtidsapplikationer såsom spel. Däremot måste antalet strålar som spåras hållas lågt för att förväntade bildfrekvenser ska uppnås. Därför används renderings-tekniker som att rendera reflektioner i en fjärdedels upplösning för att begränsa mängden strålar. De nya teknikerna inline strålspårning och hårdvarubaserad variable rate shading (VRS) kan användas för att minska antalet strålar ytterliggare. Syfte. Det första målet är att använda hårdvarubaserad VRS för att minska antalet strålar ytterligare jämfört med att rendera reflektioner i en fjärdedels upplösning, men samtidigt upprätthålla den visuella kvalitén. Det andra målet är att avgöra om inline strålspårning ger bättre prestanda än att använda strålgenererings shaders för reflektioner. Metod. För att svara på forskningsfrågorna ufördes experiment på en strålspårad reflektionspipeline med olika tekniker för att generera strålar. Teknikerna som testas är inline strålspårning, inline strålspårning kombinerat med VRS, samt strålgenererings shaders. Dessa jämförs och evalueras med prestandatester och bild-evaulatorn \FLIP. Resultat. Resultaten visar att minska mängden strålar med hårdvarubaserad VRS resulterar i en prestandaökning. Skillnaden i visuell kvalité mellan inline strålspårning kombinerat med VRS och tidigare tekniker är jämförbara. Prestandatesterna visar att inline strålspårning presterar värre än strålgenererings shaders vid ökad scenkomplexitet. Slutsatser. Slutsatsen är att hårdvarubaserad VRS kan användas för att minska antalet strålar och resultera i bättre prestanda, medan den visuella kvalitén är jämförbar med tidigare tekniker. Inline strålspårning ger inte bättre prestanda än strålgenererings shaders vid strålspårade reflektioner och liknande arbetsbelastning.
Abidi, Faiz Abbas. "Remote High Performance Visualization of Big Data for Immersive Science." Thesis, Virginia Tech, 2017. http://hdl.handle.net/10919/78210.
Full textMaster of Science
Books on the topic "Performance rendering"
Kim, Suyong, and Doo Yong Lee. Control Design for Haptic Systems: Enhancing the Stability and Rendering Performance. Springer, 2024.
Find full textAdams, Jennifer Flitton. Teaching Costume Design and Costume Rendering: A Guide for Theatre and Performance Educators. Routledge, Chapman & Hall, Incorporated, 2023.
Find full textAdams, Jennifer Flitton. Teaching Costume Design and Costume Rendering: A Guide for Theatre and Performance Educators. Routledge, Chapman & Hall, Incorporated, 2023.
Find full textHigh-performance interactive graphics: Modeling, rendering, and animating for IBM PCs and compatibles. Blue Ridge Summit, PA: Tab Books, 1987.
Find full textEisenberg, Melvin A. The Role of Restitution in Contract Law. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780199731404.003.0025.
Full textGiordano, Cristiana, and Greg Pierotti. Affect Ethnography. Bloomsbury Publishing Plc, 2024. http://dx.doi.org/10.5040/9781350374843.
Full textEisenberg, Melvin A. Modes of Acceptance. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780199731404.003.0032.
Full textMersch, Dieter, Deborah Levitt, and Jörg Sternagel. Acting and Performance in Moving Image Culture: Bodies, Screens, Renderings. with a Foreword by Lesley Stern. Transcript Verlag, 2014.
Find full textSternagel, J. Acting and Performance in Moving Image Culture: Bodies, Screens, Renderings. with a Foreword by Lesley Stern. transcript Verlag, 2014.
Find full textPark, Chan E., Adnan Hossain, William Grange, Judith Fletcher, Domenico Pietropaolo, Hanne M. de Bruin, Josh Stenberg, et al. Korean Pansori as Voice Theatre. Bloomsbury Publishing Plc, 2023. http://dx.doi.org/10.5040/9781350174917.
Full textBook chapters on the topic "Performance rendering"
Wang, Tong. "High-Performance Many-Light Rendering." In Encyclopedia of Computer Graphics and Games, 865–70. Cham: Springer International Publishing, 2024. http://dx.doi.org/10.1007/978-3-031-23161-2_397.
Full textWang, Tong. "High-Performance Many-Light Rendering." In Encyclopedia of Computer Graphics and Games, 1–6. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-319-08234-9_397-1.
Full textFlossmann, Sebastian, Maarten Grachten, and Gerhard Widmer. "Expressive Performance Rendering with Probabilistic Models." In Guide to Computing for Expressive Music Performance, 75–98. London: Springer London, 2012. http://dx.doi.org/10.1007/978-1-4471-4123-5_3.
Full textPadilla, Armando, and Tim Hawkins. "Chapter 2 Improving Client Download and Rendering Performance." In Pro PHP Application Performance, 25–53. Berkeley, CA: Apress, 2010. http://dx.doi.org/10.1007/978-1-4302-2899-8_2.
Full textHancock, D. J., and R. J. Hubbold. "Distributed parallel volume rendering on shared memory systems." In High-Performance Computing and Networking, 157–64. Berlin, Heidelberg: Springer Berlin Heidelberg, 1997. http://dx.doi.org/10.1007/bfb0031589.
Full textDévai, Frank. "Scan-Line Methods for Parallel Rendering." In High Performance Computing for Computer Graphics and Visualisation, 88–98. London: Springer London, 1996. http://dx.doi.org/10.1007/978-1-4471-1011-8_7.
Full textSur, F., B. Blaysat, and M. Grédiac. "Speckle Image Rendering for DIC Performance Assessment." In Conference Proceedings of the Society for Experimental Mechanics Series, 75–77. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-97481-1_8.
Full textNavik, Ankit P., Mukesh A. Zaveri, Sristi Vns Murthy, and Manoj Dawarwadikar. "Microbenchmark Based Performance Evaluation of GPU Rendering." In Emerging Research in Computing, Information, Communication and Applications, 407–15. New Delhi: Springer India, 2015. http://dx.doi.org/10.1007/978-81-322-2550-8_39.
Full textKurç, Tahsin M., Hüseyin Kutluca, Cevdet Aykanat, and Bülent Özgüç. "A comparison of spatial subdivision algorithms for sort-first rendering." In High-Performance Computing and Networking, 137–46. Berlin, Heidelberg: Springer Berlin Heidelberg, 1997. http://dx.doi.org/10.1007/bfb0031587.
Full textShturtz, I. V., and S. Yu Belyaev. "Modular composing high-performance real-time rendering software." In Multimedia, Hypermedia, and Virtual Reality Models, Systems, and Applications, 130–35. Berlin, Heidelberg: Springer Berlin Heidelberg, 1996. http://dx.doi.org/10.1007/3-540-61282-3_13.
Full textConference papers on the topic "Performance rendering"
Jiang, Yuheng, Zhehao Shen, Penghao Wang, Zhuo Su, Yu Hong, Yingliang Zhang, Jingyi Yu, and Lan Xu. "HiFi4G: High-Fidelity Human Performance Rendering via Compact Gaussian Splatting." In 2024 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR), 19734–45. IEEE, 2024. http://dx.doi.org/10.1109/cvpr52733.2024.01866.
Full textAkeley, Kurt, and Tom Jermoluk. "High-performance polygon rendering." In the 15th annual conference. New York, New York, USA: ACM Press, 1988. http://dx.doi.org/10.1145/54852.378516.
Full textHesser, J., A. Kugel, H. Singpiel, B. Vettermann, and R. Männer. "Volume Rendering FPGA Hardware." In International Symposium on Computer Architecture and High Performance Computing. Sociedade Brasileira de Computação, 1999. http://dx.doi.org/10.5753/sbac-pad.1999.19799.
Full textPolok, L., R. Barton, P. Chudy, P. Krsek, P. Smrz, and D. Petr. "Terrain rendering algorithm performance analysis." In 2012 IEEE/AIAA 31st Digital Avionics Systems Conference (DASC). IEEE, 2012. http://dx.doi.org/10.1109/dasc.2012.6382297.
Full textPolok, L., R. Barton, P. Chudy, P. Smrz, P. Krsek, and P. Dittrich. "Terrain rendering algorithm performance analysis." In 2012 IEEE/AIAA 31st Digital Avionics Systems Conference (DASC). IEEE, 2012. http://dx.doi.org/10.1109/dasc.2012.6382971.
Full textCrassin, Cyril, Chris Wyman, Morgan McGuire, and Aaron Lefohn. "Correlation-aware semi-analytic visibility for antialiased rendering." In HPG '18: High-Performance Graphics. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3231578.3231584.
Full textKerbl, Bernhard, Michael Kenzel, Dieter Schmalstieg, and Markus Steinberger. "Effective static bin patterns for sort-middle rendering." In HPG '17: High-Performance Graphics. New York, NY, USA: ACM, 2017. http://dx.doi.org/10.1145/3105762.3105777.
Full textLarsen, Matthew, Cyrus Harrison, James Kress, David Pugmire, Jeremy S. Meredith, and Hank Childs. "Performance Modeling of In Situ Rendering." In SC16: International Conference for High Performance Computing, Networking, Storage and Analysis. IEEE, 2016. http://dx.doi.org/10.1109/sc.2016.23.
Full textWörister, Michael, Harald Steinlechner, Stefan Maierhofer, and Robert F. Tobler. "Lazy incremental computation for efficient scene graph rendering." In the 5th High-Performance Graphics Conference. New York, New York, USA: ACM Press, 2013. http://dx.doi.org/10.1145/2492045.2492051.
Full textPak Chung Wong and R. D. Bergeron. "Performance Evaluation of Multiresolution Isosurface Rendering." In Dagstuhl '97 - Scientific Visualization Conference. IEEE, 1997. http://dx.doi.org/10.1109/dagstuhl.1997.1423128.
Full textReports on the topic "Performance rendering"
Bethel, Edward W. Using wesBench to Study the Rendering Performance of Graphics Processing Units. Office of Scientific and Technical Information (OSTI), January 2010. http://dx.doi.org/10.2172/981519.
Full textMcGarrigle, Malachy. Watchpoints for Consideration When Utilising a VDI Network to Teach Archicad BIM Software Within an Educational Programme. Unitec ePress, October 2023. http://dx.doi.org/10.34074/ocds.099.
Full textWeiss. PR-318-06701-R01 Predicting and Mitigating Salt Precipitation. Chantilly, Virginia: Pipeline Research Council International, Inc. (PRCI), February 2009. http://dx.doi.org/10.55274/r0010976.
Full textRoberts, Rodney G., Balaram Nutakki, and Daniel W. Repperger. Synthesizing the Dynamics of Cyberspace Visual Renderings for Distributive Systems to Characterize Cyber Attack, Performance, and Vulnerability. Fort Belvoir, VA: Defense Technical Information Center, March 2011. http://dx.doi.org/10.21236/ada544615.
Full textHusson, Scott M., Viatcheslav Freger, and Moshe Herzberg. Antimicrobial and fouling-resistant membranes for treatment of agricultural and municipal wastewater. United States Department of Agriculture, January 2013. http://dx.doi.org/10.32747/2013.7598151.bard.
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