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Artykuły w czasopismach na temat "Rendering"

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Blanco-Fernández, Vítor. "Rendering Volumetrically, Rendering Queerly". A Peer-Reviewed Journal About 11, nr 1 (18.10.2022): 104–15. http://dx.doi.org/10.7146/aprja.v11i1.134308.

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The main aim of this article is to describe the conceptual basis and challenges of the project Volumetric Frictions. Volumetric Frictions is a queer virtual reality resulting from my will to render my ongoing PhD research (“Digital Speculation, Volumetric Fictions. Volumetric/3D CGI within the queer contemporary debate”) differently. To contextualize the project, I start by addressing contemporary debates about the role of queer, and the practice of queering, in academic institutions. Then, I move forward to describe my PhD research and its pro-visional results. I name these results “volumetric frictions”, as they define crossing paths between queer theories and 3D/volumetric aesthetics. Finally, I summarize some of the challenges currently being faced in the design of the project. Throughout the article, I make use of contemporary 3D/volumetric art to illustrate ideas, concepts, and possible solutions.
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Nimeroff, Jeffry S., Eero Simoncelli, Norman I. Badler i Julie Dorsey. "Rendering Spaces for Architectural Environments". Presence: Teleoperators and Virtual Environments 4, nr 3 (styczeń 1995): 286–96. http://dx.doi.org/10.1162/pres.1995.4.3.286.

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We present a new framework for rendering virtual environments. This framework is proposed as a complete scene description, which embodies the space of all possible renderings, under all possible lighting scenarios of the given scene. In effect, this hypothetical rendering space includes all possible light sources as part of the geometric model. While it would be impractical to implement the general framework, this approach does allow us to look at the rendering problem in a new way. Thus, we propose new representations that are subspaces of the entire rendering space. Some of these subspaces are computationally tractable and may be carefully chosen to serve a particular application. The approach is useful both for real and virtual scenes. The framework includes methods for rendering environments which are illuminated by artificial light, natural light, or a combination of the two models.
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Chandran, Prashanth, Sebastian Winberg, Gaspard Zoss, Jérémy Riviere, Markus Gross, Paulo Gotardo i Derek Bradley. "Rendering with style". ACM Transactions on Graphics 40, nr 6 (grudzień 2021): 1–14. http://dx.doi.org/10.1145/3478513.3480509.

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For several decades, researchers have been advancing techniques for creating and rendering 3D digital faces, where a lot of the effort has gone into geometry and appearance capture, modeling and rendering techniques. This body of research work has largely focused on facial skin, with much less attention devoted to peripheral components like hair, eyes and the interior of the mouth. As a result, even with the best technology for facial capture and rendering, in most high-end productions a lot of artist time is still spent modeling the missing components and fine-tuning the rendering parameters to combine everything into photo-real digital renders. In this work we propose to combine incomplete, high-quality renderings showing only facial skin with recent methods for neural rendering of faces, in order to automatically and seamlessly create photo-realistic full-head portrait renders from captured data without the need for artist intervention. Our method begins with traditional face rendering, where the skin is rendered with the desired appearance, expression, viewpoint, and illumination. These skin renders are then projected into the latent space of a pre-trained neural network that can generate arbitrary photo-real face images (StyleGAN2). The result is a sequence of realistic face images that match the identity and appearance of the 3D character at the skin level, but is completed naturally with synthesized hair, eyes, inner mouth and surroundings. Notably, we present the first method for multi-frame consistent projection into this latent space, allowing photo-realistic rendering and preservation of the identity of the digital human over an animated performance sequence, which can depict different expressions, lighting conditions and viewpoints. Our method can be used in new face rendering pipelines and, importantly, in other deep learning applications that require large amounts of realistic training data with ground-truth 3D geometry, appearance maps, lighting, and viewpoint.
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Kim, Ayoung, i Atanas Gotchev. "Spectral Rendering: From Input to Rendering Process". Electronic Imaging 36, nr 10 (21.01.2024): 251–1. http://dx.doi.org/10.2352/ei.2024.36.10.ipas-251.

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Camarini, Gladis, Lia Lorena Pimentel i Natalia Haluska Rodrigues De Sá. "Assessment of the Material Loss in Walls Renderings with β-Hemihydrate Paste". Applied Mechanics and Materials 71-78 (lipiec 2011): 1242–45. http://dx.doi.org/10.4028/www.scientific.net/amm.71-78.1242.

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In civil construction, β-hemihydrate pastes have been used as decorative ornaments, plasterboards, dry-wall and renderings. The application procedure of β-hemihydrate pastes for rendering generates large amounts of waste due to its hydration kinetics. Waste production also occurs due to the technique of preparation and application of this material. It is essential to minimize gypsum waste. The aim of this work was to quantify the amount of gypsum waste produced by the process of using it as renderings. It was observed the influence of workers applying pastes rendering on gypsum waste production. The application process of plaster renderings was followed measuring the waste generated and the time for finishing the process was also observed. Results pointed out waste production values in the range between 16% and 47%. The application technique influences the amount of waste production.
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Miner, Valerie, i Pat Barker. "Rendering Truth". Women's Review of Books 21, nr 10/11 (lipiec 2004): 14. http://dx.doi.org/10.2307/3880372.

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Frenkel, Karen A. "Volume rendering". Communications of the ACM 32, nr 4 (kwiecień 1989): 426–35. http://dx.doi.org/10.1145/63334.63335.

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Watt, Alan. "Rendering techniques". ACM Computing Surveys 28, nr 1 (marzec 1996): 157–59. http://dx.doi.org/10.1145/234313.234380.

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Ihrke, Ivo, Gernot Ziegler, Art Tevs, Christian Theobalt, Marcus Magnor i Hans-Peter Seidel. "Eikonal rendering". ACM Transactions on Graphics 26, nr 3 (29.07.2007): 59. http://dx.doi.org/10.1145/1276377.1276451.

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Takala, Tapio, i James Hahn. "Sound rendering". ACM SIGGRAPH Computer Graphics 26, nr 2 (lipiec 1992): 211–20. http://dx.doi.org/10.1145/142920.134063.

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Rozprawy doktorskie na temat "Rendering"

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Bernhardsson, Johan. "Deferred Rendering : Jämförelse mellan traditionell deferred rendering och light pre-pass rendering". Thesis, University of Skövde, School of Humanities and Informatics, 1987. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-3067.

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Då scenkomplexitet och ett högre antal ljuskällor blir vanligare inom spel har ett behov av algortimer för att hantera dessa scener, med bra prestanda, uppståt. En allt vanligare algoritm för detta är Deferred Shading. Rapporten utvärderar två olika metoder för Deferred Shading (traditionell Deferred Shading och Light pre-pass rendering).

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McCann, Shaun V. "Stereoscopic rendering". Thesis, University of Sussex, 1997. http://ethos.bl.uk/OrderDetails.do?uin=uk.bl.ethos.341535.

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Zhang, Caixia. "Advanced volume rendering". Columbus, Ohio : Ohio State University, 2006. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1143150322.

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Eskandari, Sam. "Curvature based Rendering". Thesis, Uppsala University, Department of Information Technology, 2010. http://urn.kb.se/resolve?urn=urn:nbn:se:uu:diva-129722.

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In this thesis work, mean curvature and Gaussian curvature are taken into account. Vertex normal calculation is one of the important parts of this thesis work. Vertex normal calculation is done in order to improve the appearance and smoothness of the surface in our model. Vertex normal is also one of the parts of the mean curvature calculation. Curvature based illumination is the main goal of this thesis work. To achieve our goal we have to define locally backscattered light, ambient attenuation and subsurface scattering based on both mean curvature and Gaussian curvature calculations. All of these calculations are also done in this thesis work. We cannot see anything without having the light, thus we need also a light source which acts as sun with different angles to the horizon. The sun and its angle are also simulated in this thesis work. Since this thesis work is based on local curvature based lighting model for rendering of snow, curvature calculations are applied to the lighting model. Then, mean and Gaussian curvature calculations also evaluated for this model and finally mean curvature and Gaussian curvature values are compared to another calculations method which those values are available in an ASCII file. The idea behind these comparisons is to determine whether the mean and Gaussian curvatures of my calculations or from the ASCII file are more suitable in general if it is possible to say and the advantages and disadvantages of these calculations if any.

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Faleij, Marcus, i Alexander Ivannikov. "Cascaded Deferred Rendering". Thesis, Blekinge Tekniska Högskola, Sektionen för datavetenskap och kommunikation, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-5060.

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A long-standing difficulty with rendering huge distances is depth-fighting; a visual artefact produced when two or more fragments overlap either due to coplanar geometry or insufficient depth precision. This thesis presents two novel methods, Cascaded Deferred Rendering (CDR) and Logarithmic Cascaded Deferred Rendering (LogCDR), as a solution to solve depth-fighting that is due to insufficient depth precision. This thesis also evaluates an existing method, logarithmic depth buffer, comparing it against the standard depth buffer in OpenGL, CDR and LogCDR. The most prominent solution found was logarithmic depth buffer because of performance, no overhead from frustum division and extensive culling, ease of implementation and conveniences such as easier implementation of transparency.
Ett långvarigt problem med att rendera stora scener är depth-fighting; en visuell artefakt som uppstår när två eller flera fragments överlappar, antingen för att det är ligger direkt på varandra eller för att det inte finns nog med precision i djupbuffern. Detta examensarbete presenterar två nya metoder, Cascaded Deferred Rendering (CDR) och Logarithmic Cascaded Deferred Rendering (LogCDR) som en lösning på depth-fighting som framträder när de inte finns nog med precision. Detta examensarbete utvärderar också en redan existerande metod, logaritmisk djupbuffer, och jämför den med standard djupbuffern i OpenGL, CDR samt LogCDR. Den mest lovande metoden funnen var logaritmisk djupbuffer för dess hastighet, lätthet att implementera och enklare att lägga till stöd för transparans till.
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練偉森 i Wai-sum Lin. "Adaptive parallel rendering". Thesis, The University of Hong Kong (Pokfulam, Hong Kong), 1999. http://hub.hku.hk/bib/B31221415.

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Grossman, J. P. 1973. "Point sample rendering". Thesis, Massachusetts Institute of Technology, 1998. http://hdl.handle.net/1721.1/50063.

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Thesis (S.M.)--Massachusetts Institute of Technology, Dept. of Electrical Engineering and Computer Science, 1998.
Includes bibliographical references (p. 54-56).
We present an algorithm suitable for real-time, high quality rendering of complex objects. Objects are represented as a dense set of surface point samples which contain colour, depth and normal information. These point samples are obtained by sampling orthographic views on an equilateral triangle lattice. They are rendered directly and independently without any knowledge of surface topology. We introduce a novel solution to the problem of surface reconstruction using a hierarchy of Z-buffers to detect tears. The algorithm is fast, easily vectorizable, and requires only modest resources.
by J.P. Grossman.
S.M.
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Lewin, Marcus, i Harald Grant. "Klientbaserad GeoTIFF-rendering". Thesis, Linköpings universitet, Programvara och system, 2017. http://urn.kb.se/resolve?urn=urn:nbn:se:liu:diva-139007.

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När en användare idag efterfrågar rendering av en kartvy i en applikation behöver en server först rendera en bild utifrån given geografisk data och därefter skicka bilden till klientens mobila enhet. Detta kan resultera i höga responstider, speciellt för användare som befinner sig i områden med bristfällig täckning. I denna studie utvärderas en alternativ lösning där rendering istället sker direkt på klientens enhet. En prototyp av en mobil kartapplikation med stöd för lokal rendering av geografisk rådata utvecklas och utvärderas utefter en konstant för acceptabel fördröjning vid visualisering av information. Resultatet av testerna visar att prototypens prestanda är beroende av mängden information som ska visas. För högre zoomnivåer ger prototypen ett tillfredsställande resultat, men vidare åtgärder krävs för de lägre nivåerna. De främsta utmaningarna vid utvecklingen av applikationen redovisas och förbättringsförslag för fortsatt utveckling framförs.
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Lin, Wai-sum. "Adaptive parallel rendering /". Hong Kong : University of Hong Kong, 1999. http://sunzi.lib.hku.hk/hkuto/record.jsp?B20868236.

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Petersson, Stefan. "Particle system rendering : The effect on rendering speed when using geometry shaders". Thesis, Blekinge Tekniska Högskola, Avdelningen för för interaktion och systemdesign, 2007. http://urn.kb.se/resolve?urn=urn:nbn:se:bth-3544.

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It is a great challenge to develop a computer game. Today many games are developed in large game studios where lots of skilled people are working together. Everyone has to know what the final game should look like. Game designers are responsible for how the game should feel and look like. This also means that they decide if a programmer has to develop new techniques or not. Sometimes the game designers require lots of new techniques to be developed. Such a new technique may be rendering particle systems with a lot of particles in it. This is where this report will focus. To render particle systems it is necessary to know about the limitations there are in both hardware and software. Until today particle systems have been updated and calculated using the Central Processing Unit of the computer. With Microsoft Direct3D 10 there are new ways to render particles using Geometry Shaders. Geometry Shaders runs on the graphics card. This thesis focuses on testing rendering performance between using Geometry Shaders and not using Geometry Shaders. A questionnaire was sent to Swedish game developers to get more information about relevant topics for investigation. A general answer was that Geometry Shaders always increase particle rendering performance. This thesis investigates if and when the statement is true or not. The hypothesis was obtained from the answers to the questionnaire. Two test applications were used to investigate if the hypothesis was true or false. One test application has particle calculations on the CPU of the computer. The other test application has particle calculations on the GPU of the graphics card. Six different tests were done and the Geometry Shader approach went out to be the fastest in five of the tests. Since not all tests were faster than the CPU approach the hypothesis is not always true.
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Książki na temat "Rendering"

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den, Hout Julia van, red. Rendering. [Brooklyn, NY]: Clog, 2012.

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Monks, William. External rendering. Wyd. 8. Slough: British Cement Association, 1988.

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Crowe, Philip. Architectural rendering. New York: McGraw-Hill, 1991.

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Architectural rendering. London: Studio Vista, 1991.

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Architectural rendering. New York: McGraw-Hill, 1996.

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Stephenson, Ian, red. Production Rendering. London: Springer-Verlag, 2005. http://dx.doi.org/10.1007/b138603.

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Marker rendering. Laguna Hills, Calif: W. Foster Pub, 1995.

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Crowe, Philip. Architectural rendering. London: Studio Vista, 1991.

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Reed, Gary. Pryor rendering. New York: Dutton, 1996.

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author, Kalita Hriday Ranjan, red. Rendering gender. Delhi: Supriya Books, 2017.

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Części książek na temat "Rendering"

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Salomon (emeritus), David. "Rendering". W Texts in Computer Science, 851–89. London: Springer London, 2011. http://dx.doi.org/10.1007/978-0-85729-886-7_17.

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Strazzullo, Francesco. "Rendering". W Frameworkless Front-End Development, 23–52. Berkeley, CA: Apress, 2019. http://dx.doi.org/10.1007/978-1-4842-4967-3_2.

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Toriya, Hiroshi, i Hiroaki Chiyokura. "Rendering". W 3D CAD, 217–34. Berlin, Heidelberg: Springer Berlin Heidelberg, 1993. http://dx.doi.org/10.1007/978-3-642-45729-6_11.

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Govil-Pai, Shalini, i Rajesh Pai. "Rendering". W Learning Computer Graphics, 81–105. New York, NY: Springer New York, 1998. http://dx.doi.org/10.1007/978-1-4613-8503-5_4.

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Duncan, Marsh. "Rendering". W Springer Undergraduate Mathematics Series, 297–343. London: Springer London, 2005. http://dx.doi.org/10.1007/1-84628-109-1_11.

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Sabin, Malcolm. "Rendering". W Geometry and Computing, 171–72. Berlin, Heidelberg: Springer Berlin Heidelberg, 2010. http://dx.doi.org/10.1007/978-3-642-13648-1_30.

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Luciano, Giorgio. "Rendering". W Essential Computer Graphics Techniques for Modeling, Animating, and Rendering Biomolecules and Cells, 97–148. 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, 2019.: A K Peters/CRC Press, 2019. http://dx.doi.org/10.1201/b21533-6.

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Weik, Martin H. "rendering". W Computer Science and Communications Dictionary, 1469. Boston, MA: Springer US, 2000. http://dx.doi.org/10.1007/1-4020-0613-6_16069.

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Bühler, Peter. "Rendering". W 3D mit Blender, 51–56. Wiesbaden: Springer Fachmedien Wiesbaden, 2021. http://dx.doi.org/10.1007/978-3-658-36214-0_4.

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Blain, John M. "Rendering". W The Complete Guide to Blender Graphics Computer Modeling & Animation, 321–30. Wyd. 7. Boca Raton: A K Peters/CRC Press, 2022. http://dx.doi.org/10.1201/9781003226420-19.

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Streszczenia konferencji na temat "Rendering"

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Paradis, Daniel J., i Bruce Segee. "Remote Rendering and Rendering in Virtual Machines". W 2016 International Conference on Computational Science and Computational Intelligence (CSCI). IEEE, 2016. http://dx.doi.org/10.1109/csci.2016.0048.

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Peng, Juewen, Zhiguo Cao, Xianrui Luo, Hao Lu, Ke Xian i Jianming Zhang. "BokehMe: When Neural Rendering Meets Classical Rendering". W 2022 IEEE/CVF Conference on Computer Vision and Pattern Recognition (CVPR). IEEE, 2022. http://dx.doi.org/10.1109/cvpr52688.2022.01580.

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Wilkie, Alexander, Andrea Weidlich, Marcus Magnor i Alan Chalmers. "Predictive rendering". W ACM SIGGRAPH ASIA 2009 Courses. New York, New York, USA: ACM Press, 2009. http://dx.doi.org/10.1145/1665817.1665829.

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Bishop, Gary, Henry Fuchs, Leonard McMillan i Ellen J. Scher Zagier. "Frameless rendering". W the 21st annual conference. New York, New York, USA: ACM Press, 1994. http://dx.doi.org/10.1145/192161.192195.

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Chen, Ying-Chieh, Chun-Fa Chang i Wan-Chun Ma. "Asynchronous rendering". W the 2010 ACM SIGGRAPH symposium. New York, New York, USA: ACM Press, 2010. http://dx.doi.org/10.1145/1730804.1730988.

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Woolley, Cliff, David Luebke, Benjamin Watson i Abhinav Dayal. "Interruptible rendering". W the 2003 symposium. New York, New York, USA: ACM Press, 2003. http://dx.doi.org/10.1145/641480.641509.

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Salisbury, K., D. Brock, T. Massie, N. Swarup i C. Zilles. "Haptic rendering". W the 1995 symposium. New York, New York, USA: ACM Press, 1995. http://dx.doi.org/10.1145/199404.199426.

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Bezerianos, Anastasia, Pierre Dragicevic i Ravin Balakrishnan. "Mnemonic rendering". W the 19th annual ACM symposium. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1166253.1166279.

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Chalmers, Alan, Kurt Debattista i Luis Paulo dos Santos. "Selective rendering". W the 4th international conference. New York, New York, USA: ACM Press, 2006. http://dx.doi.org/10.1145/1174429.1174431.

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Lanzagorta, Marco O., Richard B. Gomez i Jeffrey K. Uhlmann. "Quantum rendering". W AeroSense 2003, redaktorzy Eric Donkor, Andrew R. Pirich i Howard E. Brandt. SPIE, 2003. http://dx.doi.org/10.1117/12.486410.

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Raporty organizacyjne na temat "Rendering"

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Loring, Burlen, i Oliver Ruebel. Rendering and Compositing Infrastructure Improvements to VisIt for Insitu Rendering. Office of Scientific and Technical Information (OSTI), styczeń 2016. http://dx.doi.org/10.2172/1237686.

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Nieves-Rivera, D. Rendering the Topological Spines. Office of Scientific and Technical Information (OSTI), maj 2015. http://dx.doi.org/10.2172/1184183.

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Carter, Michael. Parallel hierarchical radiosity rendering. Office of Scientific and Technical Information (OSTI), lipiec 1993. http://dx.doi.org/10.2172/10115017.

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Bartesaghi, A., i Guillermo Sapiro. Non-Photorealistic Rendering from Stereo. Fort Belvoir, VA: Defense Technical Information Center, styczeń 2005. http://dx.doi.org/10.21236/ada437811.

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Born, Frank H. Transformative Rendering of Internet Resources. Fort Belvoir, VA: Defense Technical Information Center, październik 2012. http://dx.doi.org/10.21236/ada568863.

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Hansen, William J. Rendering Tcl/Tk Windows as HTML. Fort Belvoir, VA: Defense Technical Information Center, luty 2003. http://dx.doi.org/10.21236/ada412017.

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Bethel, W. Analytic rendering of curvilinear volume data. Office of Scientific and Technical Information (OSTI), marzec 1993. http://dx.doi.org/10.2172/10112506.

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Joy, K. Parallel algorithmic methods for volumetric rendering. Office of Scientific and Technical Information (OSTI), luty 1990. http://dx.doi.org/10.2172/7184756.

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Molnar, Steven. Combining Z-buffer Engines for Higher-Speed Rendering. Fort Belvoir, VA: Defense Technical Information Center, styczeń 1988. http://dx.doi.org/10.21236/ada201137.

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Flater, David, Philippe A. Martin i Michelle L. Crane. Rendering UML activity diagrams as human-readable text. Gaithersburg, MD: National Institute of Standards and Technology, 2007. http://dx.doi.org/10.6028/nist.ir.7469.

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