Literatura científica selecionada sobre o tema "Performance rendering"
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Artigos de revistas sobre o assunto "Performance rendering"
Akeley, Kurt, e Tom Jermoluk. "High-performance polygon rendering". ACM SIGGRAPH Computer Graphics 22, n.º 4 (agosto de 1988): 239–46. http://dx.doi.org/10.1145/378456.378516.
Texto completo da fonteSilva, C. T., A. E. Kaufman e C. Pavlakos. "PVR: high-performance volume rendering". IEEE Computational Science and Engineering 3, n.º 4 (1996): 18–28. http://dx.doi.org/10.1109/99.556509.
Texto completo da fonteYin, Sai. "Explore the Use of Computer-Aided Design in the Landscape Renderings". Applied Mechanics and Materials 687-691 (novembro de 2014): 1166–69. http://dx.doi.org/10.4028/www.scientific.net/amm.687-691.1166.
Texto completo da fonteMazuryk, Tomasz, Dieter Schmalstieg e Michael Gervautz. "Zoom Rendering: Improving 3-D Rendering Performance with 2-D Operations". International Journal of Virtual Reality 2, n.º 3 (1 de janeiro de 1996): 15–35. http://dx.doi.org/10.20870/ijvr.1996.2.3.2611.
Texto completo da fonteHuang, Kejia, Chenliang Wang, Shaohua Wang, Runying Liu, Guoxiong Chen e Xianglong Li. "An Efficient, Platform-Independent Map Rendering Framework for Mobile Augmented Reality". ISPRS International Journal of Geo-Information 10, n.º 9 (8 de setembro de 2021): 593. http://dx.doi.org/10.3390/ijgi10090593.
Texto completo da fonteLi, Hongle, e Seongki Kim. "Mesh Simplification Algorithms for Rendering Performance". International Journal of Engineering Research and Technology 13, n.º 6 (30 de junho de 2020): 1110. http://dx.doi.org/10.37624/ijert/13.6.2020.1110-1119.
Texto completo da fonteLi, Wang, Guan, Xie, Huang, Wen e Zhou. "A High-performance Cross-platform Map Rendering Engine for Mobile Geographic Information System (GIS)". ISPRS International Journal of Geo-Information 8, n.º 10 (20 de setembro de 2019): 427. http://dx.doi.org/10.3390/ijgi8100427.
Texto completo da fonteHong, Zhi Guo, Yong Bin Wang e Min Yong Shi. "A Performance-Based Policy for Job Assignment under Distributed Rendering Environments". Applied Mechanics and Materials 543-547 (março de 2014): 2949–52. http://dx.doi.org/10.4028/www.scientific.net/amm.543-547.2949.
Texto completo da fonteZhang, Qiongxian. "Advanced techniques and high-performance computing optimization for real-time rendering". Applied and Computational Engineering 90, n.º 1 (27 de agosto de 2024): 14–19. http://dx.doi.org/10.54254/2755-2721/90/2024melb0061.
Texto completo da fonteWang, Peng, e Zhibin Yu. "RenderBench: The CPU Rendering Benchmark Suite Based on Microarchitecture-Independent Characteristics". Electronics 12, n.º 19 (6 de outubro de 2023): 4153. http://dx.doi.org/10.3390/electronics12194153.
Texto completo da fonteTeses / dissertações sobre o assunto "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.
Texto completo da fonteTitle 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.
Texto completo da fontePoliakov, 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.
Texto completo da fonteZellmann, Stefan [Verfasser], e 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.
Texto completo da fontele, Clercq Anton, e 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.
Texto completo da fonteI 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/.
Texto completo da fontePhysically-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.
Texto completo da fonteRahm, 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.
Texto completo da fonteDahlin, 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.
Texto completo da fonteBakgrund. 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.
Texto completo da fonteMaster of Science
Livros sobre o assunto "Performance rendering"
Kim, Suyong, e Doo Yong Lee. Control Design for Haptic Systems: Enhancing the Stability and Rendering Performance. Springer, 2024.
Encontre o texto completo da fonteAdams, Jennifer Flitton. Teaching Costume Design and Costume Rendering: A Guide for Theatre and Performance Educators. Routledge, Chapman & Hall, Incorporated, 2023.
Encontre o texto completo da fonteAdams, Jennifer Flitton. Teaching Costume Design and Costume Rendering: A Guide for Theatre and Performance Educators. Routledge, Chapman & Hall, Incorporated, 2023.
Encontre o texto completo da fonteHigh-performance interactive graphics: Modeling, rendering, and animating for IBM PCs and compatibles. Blue Ridge Summit, PA: Tab Books, 1987.
Encontre o texto completo da fonteEisenberg, Melvin A. The Role of Restitution in Contract Law. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780199731404.003.0025.
Texto completo da fonteGiordano, Cristiana, e Greg Pierotti. Affect Ethnography. Bloomsbury Publishing Plc, 2024. http://dx.doi.org/10.5040/9781350374843.
Texto completo da fonteEisenberg, Melvin A. Modes of Acceptance. Oxford University Press, 2018. http://dx.doi.org/10.1093/oso/9780199731404.003.0032.
Texto completo da fonteMersch, Dieter, Deborah Levitt e Jörg Sternagel. Acting and Performance in Moving Image Culture: Bodies, Screens, Renderings. with a Foreword by Lesley Stern. Transcript Verlag, 2014.
Encontre o texto completo da fonteSternagel, J. Acting and Performance in Moving Image Culture: Bodies, Screens, Renderings. with a Foreword by Lesley Stern. transcript Verlag, 2014.
Encontre o texto completo da fontePark, 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.
Texto completo da fonteCapítulos de livros sobre o assunto "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.
Texto completo da fonteWang, 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.
Texto completo da fonteFlossmann, Sebastian, Maarten Grachten e 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.
Texto completo da fontePadilla, Armando, e 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.
Texto completo da fonteHancock, D. J., e 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.
Texto completo da fonteDévai, 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.
Texto completo da fonteSur, F., B. Blaysat e 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.
Texto completo da fonteNavik, Ankit P., Mukesh A. Zaveri, Sristi Vns Murthy e 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.
Texto completo da fonteKurç, Tahsin M., Hüseyin Kutluca, Cevdet Aykanat e 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.
Texto completo da fonteShturtz, I. V., e 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.
Texto completo da fonteTrabalhos de conferências sobre o assunto "Performance rendering"
Jiang, Yuheng, Zhehao Shen, Penghao Wang, Zhuo Su, Yu Hong, Yingliang Zhang, Jingyi Yu e 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.
Texto completo da fonteAkeley, Kurt, e 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.
Texto completo da fonteHesser, J., A. Kugel, H. Singpiel, B. Vettermann e 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.
Texto completo da fontePolok, L., R. Barton, P. Chudy, P. Krsek, P. Smrz e 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.
Texto completo da fontePolok, L., R. Barton, P. Chudy, P. Smrz, P. Krsek e 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.
Texto completo da fonteCrassin, Cyril, Chris Wyman, Morgan McGuire e 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.
Texto completo da fonteKerbl, Bernhard, Michael Kenzel, Dieter Schmalstieg e 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.
Texto completo da fonteLarsen, Matthew, Cyrus Harrison, James Kress, David Pugmire, Jeremy S. Meredith e 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.
Texto completo da fonteWörister, Michael, Harald Steinlechner, Stefan Maierhofer e 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.
Texto completo da fontePak Chung Wong e 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.
Texto completo da fonteRelatórios de organizações sobre o assunto "Performance rendering"
Bethel, Edward W. Using wesBench to Study the Rendering Performance of Graphics Processing Units. Office of Scientific and Technical Information (OSTI), janeiro de 2010. http://dx.doi.org/10.2172/981519.
Texto completo da fonteMcGarrigle, Malachy. Watchpoints for Consideration When Utilising a VDI Network to Teach Archicad BIM Software Within an Educational Programme. Unitec ePress, outubro de 2023. http://dx.doi.org/10.34074/ocds.099.
Texto completo da fonteWeiss. PR-318-06701-R01 Predicting and Mitigating Salt Precipitation. Chantilly, Virginia: Pipeline Research Council International, Inc. (PRCI), fevereiro de 2009. http://dx.doi.org/10.55274/r0010976.
Texto completo da fonteRoberts, Rodney G., Balaram Nutakki e 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, março de 2011. http://dx.doi.org/10.21236/ada544615.
Texto completo da fonteHusson, Scott M., Viatcheslav Freger e Moshe Herzberg. Antimicrobial and fouling-resistant membranes for treatment of agricultural and municipal wastewater. United States Department of Agriculture, janeiro de 2013. http://dx.doi.org/10.32747/2013.7598151.bard.
Texto completo da fonte